PRC8/nwn/nwnprc/trunk/smp/phs_s_magearmor.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

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/*:://////////////////////////////////////////////
//:: Spell Name Mage Armor
//:: Spell FileName PHS_S_MageArmor
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Conjuration (Creation) [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
An invisible but tangible field of force surrounds the subject of a mage
armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage
armor entails no armor check penalty or arcane spell failure chance.
Focus: A piece of cured leather.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
As description (removed incorporal bit though).
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell Hook Check.
if(!PHS_SpellHookCheck(PHS_SPELL_MAGE_ARMOR)) return;
// Declare Major Variables
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject();
int nMetaMagic = PHS_GetMetaMagicFeat();
int nCasterLevel = PHS_GetCasterLevel();
// 1 Hour/level
float fDuration = PHS_GetDuration(PHS_HOURS, nCasterLevel, nMetaMagic);
// Delcare effects
effect eVis = EffectVisualEffect(VFX_IMP_AC_BONUS);
effect eAC = EffectACIncrease(4, AC_ARMOUR_ENCHANTMENT_BONUS);
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
// Link effects
effect eLink = EffectLinkEffects(eAC, eCessate);
// Remove previous castings
PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_MAGE_ARMOR, oTarget);
// Signal spell cast at
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_MAGE_ARMOR, FALSE);
// Apply effects
PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
}