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.
90 lines
3.0 KiB
Plaintext
90 lines
3.0 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Magic Fang
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//:: Spell FileName PHS_S_MagicFng
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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: Drd 1, Rgr 1
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Components: V, S, DF
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Casting Time: 1 standard action
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Range: Touch
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Target: Living creature touched
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Duration: 1 min./level
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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Magic fang gives one natural weapon of the subject a +1 enhancement bonus
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on attack and damage rolls. The spell can affect a slam attack, fist or bite.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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It affects ONE of the targets creature weapons if they havn't got a enchantment
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bonus already.
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Greater version can do all OR +5 to one.
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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_MAGIC_FANG)) 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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object oItem;
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int bDone = FALSE;
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// Duration is 1 minute a level
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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// Signal event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_MAGIC_FANG, FALSE);
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// Declare effects
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effect eVis = EffectVisualEffect(PHS_VFX_IMP_MAGIC_FANG);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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itemproperty IP_Enchant = ItemPropertyEnhancementBonus(1);
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// Get the creatures items and apply the effect
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oItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oTarget);
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if(GetIsObjectValid(oItem) &&
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!GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS))
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{
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bDone = TRUE;
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AddItemProperty(DURATION_TYPE_TEMPORARY, IP_Enchant, oItem, fDuration);
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}
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if(bDone == FALSE)
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{
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oItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oTarget);
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if(GetIsObjectValid(oItem) &&
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!GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS))
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{
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bDone = TRUE;
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AddItemProperty(DURATION_TYPE_TEMPORARY, IP_Enchant, oItem, fDuration);
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}
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}
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if(bDone == FALSE)
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{
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oItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oTarget);
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if(GetIsObjectValid(oItem) &&
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!GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS))
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{
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bDone = TRUE;
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AddItemProperty(DURATION_TYPE_TEMPORARY, IP_Enchant, oItem, fDuration);
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}
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}
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if(bDone == TRUE)
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{
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// Apply duration and instant VFX's if we appled it
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PHS_ApplyDurationAndVFX(oTarget, eVis, eDur, fDuration);
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}
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}
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