//:://///////////////////////////////////////////// //:: Shield //:: x0_s0_shield.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Immune to magic Missile +4 general AC DIFFERENCES: should be +7 against one opponent but this cannot be done. Duration: 1 turn/level */ //::////////////////////////////////////////////// //:: Created By: Brent Knowles //:: Created On: July 15, 2002 //::////////////////////////////////////////////// //:: Last Update By: Andrew Nobbs May 01, 2003 //:: altered by mr_bumpkin Dec 4, 2003 for prc stuff #include "prc_inc_spells" #include "prc_add_spell_dc" void main() { DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR"); SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_ABJURATION); /* Spellcast Hook Code Added 2003-06-20 by Georg If you want to make changes to all spells, check x2_inc_spellhook.nss to find out more */ if (!X2PreSpellCastCode()) { // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell return; } // End of Spell Cast Hook //Declare major variables object oTarget = OBJECT_SELF; effect eVis = EffectVisualEffect(VFX_IMP_AC_BONUS); int nMetaMagic = PRCGetMetaMagicFeat(); int nACBonus = 4; int nLevel = GetLevelByClass(CLASS_TYPE_ABJURANT_CHAMPION); if(nLevel > 0) { nACBonus += nLevel; } effect eArmor = EffectACIncrease(nACBonus, AC_SHIELD_ENCHANTMENT_BONUS); effect eSpell = EffectSpellImmunity(SPELL_MAGIC_MISSILE); effect eSpell2 = EffectSpellImmunity(SPELL_MAJOR_MAGIC_MISSILE); effect eDur = EffectVisualEffect(VFX_DUR_GLOBE_MINOR); effect eLink = EffectLinkEffects(eArmor, eDur); eLink = EffectLinkEffects(eLink, eSpell); eLink = EffectLinkEffects(eLink, eSpell2); int CasterLvl = PRCGetCasterLevel(OBJECT_SELF); int nDuration = CasterLvl; if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND)) //Duration is +100% { nDuration = nDuration * 2; } //Fire spell cast at event for target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, 417, FALSE)); PRCRemoveEffectsFromSpell(OBJECT_SELF, GetSpellId()); //Apply VFX impact and bonus effects SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration),TRUE,-1,CasterLvl); DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR"); // Erasing the variable used to store the spell's spell school }