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