/*::////////////////////////////////////////////// //:: Spell Name Consecrate //:: Spell FileName PHS_S_Consecrat //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Evocation [Good] Level: Clr 2 Components: V, S, M, DF Casting Time: 1 standard action Range: Close (8M) Area: 6.67-M.-radius emanation Duration: 2 hours/level Saving Throw: None Spell Resistance: No This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. Consecrate counters and dispels desecrate. Material Component: A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// It removes the "alter or thingy to thier god for bonuses" and stuff, 'cause it is too complicated otherwise (and utterly pointless in most cases). Oh, in here, if there is a desecrate AOE within the range of 6.67M of the target location, we apply the VFX impact, and just destroy it (or them). Effects applied OnEnter, and removed OnExit. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { // Spell hook check. if(!PHS_SpellHookCheck(PHS_SPELL_CONSECRATE)) return; // Declare major variables location lTarget = GetSpellTargetLocation(); int nCasterLevel = PHS_GetCasterLevel(); int nMetaMagic = PHS_GetMetaMagicFeat(); int bStop = FALSE; // Need holy water and silver dust. Need both! if(!PHS_ComponentExactItemRemove(PHS_ITEM_HOLY_WATER, "Holy Water", "Consecrate")) return; if(!PHS_ComponentExactItemRemove(PHS_ITEM_SILVER_DUST_25, "Silver Dust", "Consecrate")) return; // Duration in hours float fDuration = PHS_GetDuration(PHS_HOURS, nCasterLevel * 2, nMetaMagic); // Declare effects effect eAOE = EffectAreaOfEffect(PHS_AOE_PER_CONSECRATE); effect eImpact = EffectVisualEffect(VFX_FNF_STRIKE_HOLY); // Apply impact VFX PHS_ApplyLocationVFX(lTarget, eImpact); // Are we going to remove desecrate AOE's instead? int nCnt = 1; object oAOE = GetNearestObjectToLocation(OBJECT_TYPE_AREA_OF_EFFECT, lTarget, nCnt); // Distance and validity check while(GetIsObjectValid(oAOE) && GetDistanceBetweenLocations(lTarget, GetLocation(oAOE)) <= 6.67) { // Check for desecrate if(GetTag(oAOE) == PHS_AOE_TAG_PER_DESECRATE) { // Destroy and not do anything else DestroyObject(oAOE); bStop = TRUE; } nCnt++; oAOE = GetNearestObjectToLocation(OBJECT_TYPE_AREA_OF_EFFECT, lTarget, nCnt); } if(bStop != TRUE) { // Apply effects PHS_ApplyLocationDuration(lTarget, eAOE, fDuration); } }