//::////////////////////////////////////////////// //:: Name Curse of the Brute //:: FileName sp_cursebrute.nss //::////////////////////////////////////////////// /** @file Transmutation Level: Paladin 2, Cleric 3, Components: V, S, Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes You can grant an enhancement bonus up to +1 per caster level to one physical ability of the creature touched (Strength, Constitution, or Dexterity). However, this temporarily suppresses both the creature's Intelligence and Charisma, each by the amount of the enhancement bonus. If this lowers any ability below 3, the spell fails. */ //::////////////////////////////////////////////// //:: Created By: Tenjac //:: Created On: 6/17/2022 //::////////////////////////////////////////////// #include "prc_sp_func" #include "prc_add_spell_dc" void main() { if(!X2PreSpellCastCode()) return; PRCSetSchool(SPELL_SCHOOL_TRANSMUTATION); object oPC = OBJECT_SELF; int nCasterLvl = PRCGetCasterLevel(oPC); float fDur = RoundsToSeconds(nCasterLvl); int nMetaMagic = PRCGetMetaMagicFeat(); if(nMetaMagic & METAMAGIC_EXTEND) fDur += fDur; int nAbilBuff; object oTarget = PRCGetSpellTargetObject(); int nSpell = PRCGetSpellId(); //Get ability by which spell is used if (nSpell == SPELL_CURSE_BRUTE_STR) nAbilBuff = ABILITY_STRENGTH; if (nSpell == SPELL_CURSE_BRUTE_DEX) nAbilBuff = ABILITY_DEXTERITY; if (nSpell == SPELL_CURSE_BRUTE_CON) nAbilBuff = ABILITY_CONSTITUTION; //Get maximum bonus without lowering either stat below 3 int nBonus = min(GetAbilityScore(oTarget, ABILITY_CHARISMA), GetAbilityScore(oTarget, ABILITY_INTELLIGENCE)) - 3; nBonus = min(nCasterLvl, nBonus); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectAbilityIncrease(nAbilBuff, nBonus), oTarget, fDur); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectAbilityDecrease(ABILITY_INTELLIGENCE, nBonus), oTarget, fDur); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectAbilityDecrease(ABILITY_CHARISMA, nBonus), oTarget, fDur); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_AURA_RED_LIGHT), oTarget, fDur); PRCSetSchool(); }