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.
125 lines
4.1 KiB
Plaintext
125 lines
4.1 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Resist Energy
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//:: Spell FileName PHS_S_ResistEner
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Abjuration
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Level: Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, Sor/Wiz 2
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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: Creature touched
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Duration: 10 min./level
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Saving Throw: Fortitude negates (harmless)
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Spell Resistance: Yes (harmless)
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This abjuration grants a creature limited protection from damage of whichever
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one of five energy types you select: acid, cold, electricity, fire, or sonic.
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The subject gains energy resistance 10 against the energy type chosen,
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meaning that each time the creature is subjected to such damage (whether
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from a natural or magical source), that damage is reduced by 10 points
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before being applied to the creature’s hit points. The value of the energy
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resistance granted increases to 20 points at 7th level and to a maximum of
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30 points at 11th level. The spell protects the recipient’s equipment as
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well.
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Resist energy absorbs only damage. The subject could still suffer unfortunate
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side effects.
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Note: Resist energy overlaps (and does not stack with) protection from
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energy. If a character is warded by protection from energy and resist
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energy, the protection spell absorbs damage until its power is exhausted.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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This, unlike Protection From Energy, doesn't run out until the duration
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does.
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Unlike Protection From Energy, it can't all be absorbed at once. This can
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increase to 30 points of energy damage resistance at level 11.
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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_RESIST_ENERGY)) 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 nMetaMagic = PHS_GetMetaMagicFeat();
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int nCasterLevel = PHS_GetCasterLevel();
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int nSpellId = GetSpellId();
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// Duration - 10 Mins/level
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel * 10, nMetaMagic);
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int nDamageMax;
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// 30 DR at level 11+
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if(nCasterLevel >= 11)
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{
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nDamageMax = 30;
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}
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// 20 DR at 7+
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else if(nCasterLevel >= 7)
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{
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nDamageMax = 20;
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}
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// 10 DR otherwise.
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else
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{
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nDamageMax = 10;
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}
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// What damage type?
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int nDamageType = DAMAGE_TYPE_FIRE;
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// Check spell
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if(nSpellId == PHS_SPELL_RESIST_ENERGY_ACID)
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{
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nDamageType = DAMAGE_TYPE_ACID;
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}
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else if(nSpellId == PHS_SPELL_RESIST_ENERGY_COLD)
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{
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nDamageType = DAMAGE_TYPE_COLD;
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}
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else if(nSpellId == PHS_SPELL_RESIST_ENERGY_ELECTRICAL)
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{
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nDamageType = DAMAGE_TYPE_ELECTRICAL;
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}
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else if(nSpellId == PHS_SPELL_RESIST_ENERGY_SONIC)
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{
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nDamageType = DAMAGE_TYPE_SONIC;
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}
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// Default to fire
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else // if(nSpellId == PHS_SPELL_RESIST_ENERGY_FIRE)
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{
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nDamageType = DAMAGE_TYPE_FIRE;
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}
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// Delcare effects
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effect eDur = EffectVisualEffect(PHS_VFX_DUR_PROTECTION_ENERGY);
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// Unlike "Protection from Energy", it is unlimited amount, but only takes 10 off.
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effect eDamageResistance = EffectDamageResistance(nDamageType, nDamageMax);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
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// Link effects
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effect eLink = EffectLinkEffects(eDur, eDamageResistance);
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eLink = EffectLinkEffects(eLink, eCessate);
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// We don't remove previous castings except of the same spell.
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PHS_RemoveSpellEffectsFromTarget(nSpellId, oTarget);
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// Signal event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_RESIST_ENERGY, FALSE);
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// Apply effects
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PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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