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.
135 lines
5.5 KiB
Plaintext
135 lines
5.5 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Iron Body
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//:: Spell FileName PHS_S_IronBody
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation
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Level: Earth 8, Sor/Wiz 8
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Components: V, S, M/DF
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Casting Time: 1 standard action
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Range: Personal
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Target: You
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Duration: 1 min./level (D)
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This spell transforms your body into living iron, which grants you several
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powerful resistances and abilities.
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You gain damage reduction 15/+20. You are immune to blindness, critical hits,
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ability score damage, deafness, disease, drowning, electricity, poison,
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stunning, and all spells or attacks that affect your physiology or respiration,
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because you have no physiology or respiration while this spell is in effect.
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You take only half damage from acid and fire of all kinds. However, you also
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become vulnerable to rust attacks, as an iron golem is.
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You gain a +6 enhancement bonus to your Strength score, but you take a -6
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penalty to Dexterity as well (to a minimum Dexterity score of 3), and your
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speed is reduced to half normal. You have an spell failure chance of
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50% and a -8 penalty on armor-based skills, just as if you were clad in full
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plate armor. You cannot drink (and thus can’t use potions) or play wind
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instruments.
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Arcane Material Component: A small piece of iron that was once part of either
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an iron golem, a hero’s armor, or a war machine.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Currently this does this:
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- Will not work if the dex ability damage, slow or arcane spell failure or
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skill decrease cannot be applied.
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Got to do this - any "remove" spells will now correctly remove everything
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and stop abuse (as does any immunities). Might change, but it'd be hard
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to stop the bad stuff going and keeping the good stuff.
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The "respiratory spells" will be added as EffectSpellImmunity()
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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_IRON_BODY)) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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// Make sure they are not immune to spells
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if(PHS_TotalSpellImmunity(oTarget)) return;
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// Duration is 1 minute/level
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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// Declare effects
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// All "Good" effects
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effect eIron = EffectDamageReduction(15, DAMAGE_POWER_PLUS_TWENTY);
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effect eStr = EffectAbilityIncrease(ABILITY_STRENGTH, 6);
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effect eBlind = EffectImmunity(IMMUNITY_TYPE_BLINDNESS);
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effect eCritical = EffectImmunity(IMMUNITY_TYPE_CRITICAL_HIT);
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effect eAbility = EffectImmunity(IMMUNITY_TYPE_ABILITY_DECREASE);
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effect eDisease = EffectImmunity(IMMUNITY_TYPE_DISEASE);
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effect ePoison = EffectImmunity(IMMUNITY_TYPE_POISON);
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effect eStun = EffectImmunity(IMMUNITY_TYPE_STUN);
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effect eElect = EffectDamageImmunityIncrease(DAMAGE_TYPE_ELECTRICAL, 100);
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effect eAcid = EffectDamageImmunityIncrease(DAMAGE_TYPE_ACID, 50);
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effect eFire = EffectDamageImmunityIncrease(DAMAGE_TYPE_FIRE, 50);
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// Special visual
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effect eDur = EffectVisualEffect(PHS_VFX_DUR_IRONSKIN);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Seperate bad effects
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effect ePenDex = EffectAbilityDecrease(ABILITY_DEXTERITY, 6);
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effect ePenSkill = PHS_EffectArmorSkillsDecrease(8);
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effect ePenSlow = EffectMovementSpeedDecrease(50);
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effect ePenFail = EffectSpellFailure(50);
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// Link good effects
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effect eLink = EffectLinkEffects(eIron, eBlind);
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// We add the strength link only if we will havn't got any 6 or more bonuses
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// to strength
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if(PHS_GetHasAbilityBonusOfPower(oTarget, ABILITY_STRENGTH, 6) == 0)
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{
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eLink = EffectLinkEffects(eLink, eStr);
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}
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eLink = EffectLinkEffects(eLink, eCritical);
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eLink = EffectLinkEffects(eLink, eAbility);
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eLink = EffectLinkEffects(eLink, eDisease);
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eLink = EffectLinkEffects(eLink, ePoison);
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eLink = EffectLinkEffects(eLink, eStun);
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eLink = EffectLinkEffects(eLink, eElect);
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eLink = EffectLinkEffects(eLink, eAcid);
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eLink = EffectLinkEffects(eLink, eFire);
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eLink = EffectLinkEffects(eLink, eDur);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Add in bad effects.
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eLink = EffectLinkEffects(eLink, ePenDex);
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eLink = EffectLinkEffects(eLink, ePenSkill);
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eLink = EffectLinkEffects(eLink, ePenSlow);
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eLink = EffectLinkEffects(eLink, ePenFail);
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// Remove previous effects
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_IRON_BODY, oTarget);
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// Remove any bonuses to strength of 5 or under.
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PHS_RemoveAnyAbilityBonuses(oTarget, ABILITY_STRENGTH, 5);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_IRON_BODY, FALSE);
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// Apply bad effects to the target
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//PHS_ApplyDuration(oTarget, ePenDex, fDuration);
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//PHS_ApplyDuration(oTarget, ePenSkill, fDuration);
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//PHS_ApplyDuration(oTarget, ePenSlow, fDuration);
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//PHS_ApplyDuration(oTarget, ePenFail, fDuration);
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// Apply effects to the target
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PHS_ApplyDuration(oTarget, eLink, fDuration);
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}
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