PRC8/nwn/nwnprc/trunk/smp/phs_s_delaypoisn.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
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.
2024-02-11 14:01:05 -05:00

60 lines
2.0 KiB
Plaintext

/*:://////////////////////////////////////////////
//:: Spell Name Delay Poison
//:: Spell FileName PHS_S_DelayPoisn
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Conjuration (Healing)
Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes temporarily immune to poison. Delay poison does not cure
any damage that poison may have already done.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Easy peasy.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell hook check
if(!PHS_SpellHookCheck(PHS_SPELL_DELAY_POISON)) return;
// Declare major varibles
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject(); // Should be OBJECT_SELF
int nCasterLevel = PHS_GetCasterLevel();
int nMetaMagic = PHS_GetMetaMagicFeat();
// Get duration in hours
float fDuration = PHS_GetDuration(PHS_HOURS, nCasterLevel, nMetaMagic);
// Declare effects
effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
effect eImmunity = EffectImmunity(IMMUNITY_TYPE_POISON);
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
// Link effects
effect eLink = EffectLinkEffects(eImmunity, eCessate);
// Remove all previous spell castings
PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_DELAY_POISON, oTarget);
// Signal spell cast at
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_DELAY_POISON, FALSE);
// Apply effects
PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
}