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.
115 lines
4.3 KiB
Plaintext
115 lines
4.3 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Good Hope
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//:: Spell FileName phs_s_goodhope
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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1 living ally/level. 5M radius. 1 min/level. 20M range.
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The spell affects the nearest to the target location first. This spell
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instills powerful hope in the subjects. Each affected creature gains
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a +2 morale bonus on saving throws, attack rolls, skill checks, and weapon
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damage rolls.
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Good hope counters and dispels crushing despair.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Like bless really, but song!
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We apply song visual effect to the bard too, for a few seconds that is, and
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a few seconds to those affected.
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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_GOOD_HOPE)) return;
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// Delcare Major Variables.
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object oCaster = OBJECT_SELF;
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location lTarget = GetSpellTargetLocation();
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object oTarget;
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nCasterLevel = PHS_GetCasterLevel();
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int nCnt, nTotalAffected;
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float fDelay;
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// Duration in turns
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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// Delcare Effects
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// "+2 morale bonus on saving throws, attack rolls, skill
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// checks, and weapon damage rolls"
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effect eSkills = EffectSkillIncrease(SKILL_ALL_SKILLS, 2);
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effect eAttack = EffectAttackIncrease(2);
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effect eDamage = EffectDamageIncrease(2, DAMAGE_TYPE_SONIC);
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effect eSave = EffectSavingThrowIncrease(SAVING_THROW_ALL, 2);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// This is applied as a short visual effect.
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effect eSong = EffectVisualEffect(VFX_DUR_BARD_SONG);
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// This is the dispel effect used when they have crushing dispare.
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effect eDispel = EffectVisualEffect(VFX_IMP_HEAD_SONIC);
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effect eLink = EffectLinkEffects(eSkills, eAttack);
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eLink = EffectLinkEffects(eLink, eDamage);
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eLink = EffectLinkEffects(eLink, eSave);
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eLink = EffectLinkEffects(eLink, eDur);
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// Apply song to caster always
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PHS_ApplyDuration(oTarget, eSong, 6.0);
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// Loop targets
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nCnt = 1;
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// Get all nearest allies up to nCasterLevel.
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// - We use nearest, as GetFirst/Next object in shape may get allies we
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// didn't want to target (although unlikely)
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oTarget = GetNearestObjectToLocation(OBJECT_TYPE_CREATURE, lTarget, nCnt);
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// Loop targets - 5M radius
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while(GetIsObjectValid(oTarget) && nTotalAffected < nCasterLevel &&
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GetDistanceBetweenLocations(lTarget, GetLocation(oTarget)) <= RADIUS_SIZE_LARGE)
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{
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// Faction check
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if(GetFactionEqual(oTarget) || GetIsFriend(oTarget) || oTarget == oCaster)
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{
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// Add one to those affected
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nTotalAffected++;
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//Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_GOOD_HOPE, FALSE);
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// Delay for visuals and effects.
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fDelay = GetDistanceBetween(oCaster, oTarget)/20;
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// If we can dispel Crushing Dispare, do so
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if(PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_CRUSHING_DISPARE, oTarget, fDelay))
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{
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// Apply effect if we remove any.
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DelayCommand(fDelay, PHS_ApplyVFX(oTarget, eDispel));
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}
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else
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{
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// Remove previous castings
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_GOOD_HOPE, oTarget);
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// Apply the VFX impact and effects
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if(oTarget != oCaster)
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{
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DelayCommand(fDelay, PHS_ApplyDuration(oTarget, eSong, 6.0));
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}
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// Apply link instantly
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PHS_ApplyDuration(oTarget, eLink, fDuration);
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}
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}
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// Loop targets
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nCnt++;
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// Get all nearest allies up to nCasterLevel.
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oTarget = GetNearestObjectToLocation(OBJECT_TYPE_CREATURE, lTarget, nCnt);
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}
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}
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