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.
58 lines
2.0 KiB
Plaintext
58 lines
2.0 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Death Ward
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//:: Spell FileName PHS_S_DeathWard
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Target needs to be a living creature touched. Duration: 1 min./level.
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The subject is immune to all death spells, magical death effects, energy
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drain, and any negative energy effects. This spell doesn’t remove negative
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levels that the subject has already gained.
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Death ward does not protect against other sorts of attacks even if those
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attacks might be lethal.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As above.
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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_DEATH_WARD)) return;
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// Declare major varibles
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject(); // Should be OBJECT_SELF
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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// Get duration in minutes
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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// Declare effects
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effect eVis = EffectVisualEffect(VFX_IMP_DEATH_WARD);
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effect eImmunityDeath = EffectImmunity(IMMUNITY_TYPE_DEATH);
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effect eImmunityLevels = EffectImmunity(IMMUNITY_TYPE_NEGATIVE_LEVEL);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eImmunityDeath, eImmunityLevels);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Remove all previous spell castings
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_DEATH_WARD, oTarget);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_DEATH_WARD, FALSE);
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// Apply effects
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PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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