//:://///////////////////////////////////////////// //:: Blood Frenzy //:: x0_s0_bldfrenzy.nss //:: Copyright (c) 2002 Bioware Corp. //::////////////////////////////////////////////// /* Similar to Barbarian Rage. +2 Strength, Con. +1 morale bonus to Will -1 AC */ //::////////////////////////////////////////////// //:: Created By: Brent Knowles //:: Created On: July 19, 2002 //::////////////////////////////////////////////// //:: VFX Pass By: //:: 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_TRANSMUTATION); /* 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 if(!GetHasSpellEffect(422)) { //Declare major variables int CasterLvl = PRCGetCasterLevel(OBJECT_SELF); int nDuration = CasterLvl; int nIncrease; int nSave; nIncrease = 2; nSave = 1; int nMetaMagic = PRCGetMetaMagicFeat(); if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND)) { nDuration = nDuration * 2; } PlayVoiceChat(VOICE_CHAT_BATTLECRY1); effect eStr = EffectAbilityIncrease(ABILITY_CONSTITUTION, nIncrease); effect eCon = EffectAbilityIncrease(ABILITY_STRENGTH, nIncrease); effect eSave = EffectSavingThrowIncrease(SAVING_THROW_WILL, nSave); effect eAC = EffectACDecrease(1, AC_DODGE_BONUS); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); effect eLink = EffectLinkEffects(eCon, eStr); eLink = EffectLinkEffects(eLink, eSave); eLink = EffectLinkEffects(eLink, eAC); eLink = EffectLinkEffects(eLink, eDur); SignalEvent(OBJECT_SELF, EventSpellCastAt(OBJECT_SELF, 422, FALSE)); //Make effect extraordinary eLink = MagicalEffect(eLink); effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE); //Change to the Rage VFX //Apply the VFX impact and effects SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, OBJECT_SELF, RoundsToSeconds(nDuration),TRUE,-1,CasterLvl); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF) ; } DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR"); // Erasing the variable used to store the spell's spell school }