Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
66 lines
2.3 KiB
Plaintext
66 lines
2.3 KiB
Plaintext
//:://////////////////////////////////////////////
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//:: Name Undead Bane Weapon
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//:: FileName sp_undbanew.nss
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//:://////////////////////////////////////////////
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/** @file
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Undead Bane Weapon
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Transmutation
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Level: Paladin 3, Cleric 4,
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Components: V, S, DF,
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Casting Time: 1 Standard Action
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Range: Touch
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Target: Weapon touched
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Duration: 1 hour/level
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Saving Throw: Will negates (harmless, object)
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Spell Resistance: Yes (harmless, object)
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Your hand glows with a dull light, and when you touch the weapon,
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the light shifts to it, so that it sheds a serene gray radiance as
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bright as a candle.
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You give a weapon the undead bane special ability in addition to
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any other properties it has. Against undead, your weapon's enhancement
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bonus is 2 higher than normal, and it deals an extra 2d6 points of damage
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against undead. The spell has no effect if cast upon a weapon that already
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has the undead bane special ability.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Tenjac
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//:: Created On: 1/28/21
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//:://////////////////////////////////////////////
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#include "prc_sp_func"
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#include "prc_add_spell_dc"
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_ABJURATION);
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object oPC = OBJECT_SELF;
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int nCasterLvl = PRCGetCasterLevel(oPC);
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float fDur = RoundsToSeconds(nCasterLvl);
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int nMetaMagic = PRCGetMetaMagicFeat();
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if(nMetaMagic & METAMAGIC_EXTEND) fDur += fDur;
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object oItem = GetSpellTargetObject();
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//Check if it's a creature and if so get main weapon
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if(GetObjectType(oItem) == OBJECT_TYPE_CREATURE
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{
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oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oItem);
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}
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itemproperty iAttack = ItemPropertyAttackBonusVsRace(IP_CONST_RACIALTYPE_UNDEAD, 2);
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itemproperty iDamage = ItemPropertyDamageBonusVsRace(IP_CONST_RACIALTYPE_UNDEAD, IP_CONST_DAMAGETYPE_MAGICAL, IP_CONST_DAMAGEBONUS_2d6);
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//Valid targets
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if(IPGetIsProjectile(oItem) || IPGetIsMeleeWeapon(oItem) || IPGetIsRangedWeapon(oItem))
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{
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AddItemProperty(DURATION_TYPE_TEMPOARY, iAttack, oItem, fDur);
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IPSafeAddItemProperty(oItem, iDamage, fDur);
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}
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else SendMessageToPC(oPC, "Invalid target. Must target a weapon or projectile.");
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PRCSetSchool();
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} |