Updated Vow of Poverty. Added Sanctify Ki Strike, Holy Strike, Fist of Heavens, Vow of Abstinence, Vow of Chastity & Gift of Faith. (@fenac). Turned off the Taunt & Parry skills. Re-disabled AC & save bonuses from Tumble & Spellcraft. Updated min() & max() to PRCmin() & PRCmax() to not conflict with similarly named NUI adjacent functions. Set Point Blank Shot to 30' per PnP. Added icon for Chosen of Evil. Started work on Hidden Talent. Created Psionics function cheatsheet. Updated release archive.
76 lines
2.4 KiB
Plaintext
76 lines
2.4 KiB
Plaintext
//:://////////////////////////////////////////////
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//:: Name Soldiers of Sanctity
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//:: FileName sp_soldsanc.nss
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//:://////////////////////////////////////////////
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/** @file Evocation [Good]
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Level: Cleric 3, Paladin 3,
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Components: V, S, DF,
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Casting Time: 1 full round
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Range: Close (25 ft. + 5 ft./2 levels)
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Target: You, plus one willing creature/2 levels; see text
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Duration: 1 min./level
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Saving Throw: None
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Spell Resistance: No
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For the duration of soldiers of sanctity, you gain a
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bonus on turning checks and turning damage rolls made
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when you have allies within 30 feet of you. This is a
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sacred bonus, equal to the number of allies within 30
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feet, to a maximum of +6.
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In addition, each target gains a +2 bonus to AC against
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all attacks made by undead creatures. This bonus
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applies for the duration of the spell as long as an
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ally is within 30 feet of you.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Tenjac
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//:: Created On: 8/4/22
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//:://////////////////////////////////////////////
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#include "prc_sp_func"
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#include "prc_add_spell_dc"
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void AllyCheck(object oPC, float fDur)
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{
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int nCount;
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object oTest = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(30), GetLocation(oPC), OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTest))
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{
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if(GetIsReactionTypeFriendly(oTest))
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{
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nCount++;
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}
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oTest = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(30), GetLocation(oPC), OBJECT_TYPE_CREATURE);
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}
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SetLocalInt(oPC, "SOLDIERS_OF_SANCTITY_ALLIES", nCount);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, VersusRacialTypeEffect(EffectACIncrease(2), RACIAL_TYPE_UNDEAD), oPC, 6.0f);
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DelayCommand(6.0f, AllyCheck(oPC, fDur- 6.0));
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}
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_EVOCATION);
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object oPC = OBJECT_SELF;
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int nCasterLvl = PRCGetCasterLevel(oPC);
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float fDur = 60.0f * (nCasterLvl);
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int nMetaMagic = PRCGetMetaMagicFeat();
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if(nMetaMagic & METAMAGIC_EXTEND) fDur += fDur;
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int nTargets = PRCMin(6, nCasterLvl/2);
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AllyCheck(oPC, fDur);
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(30), GetLocation(oPC), OBJECT_TYPE_CREATURE);
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while(nTargets > 0)
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{
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AllyCheck(oTarget, fDur);
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(30), GetLocation(oPC), OBJECT_TYPE_CREATURE);
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nTargets--;
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}
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PRCSetSchool();
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} |