Piercing Cold now inflicts untyped damage. Cleaned up Midnight Augmentation. Dread Necromancer is an Arcane class. Expanded Iron Mind for epic progression. Expanded War Mind for epic progression. Fixed Gloura / Bard / Sublime Chord issues. Restored Nezumi race. Reverted Bard Armored spellcasting (change originally made due to incorrect SRD). Fixed Aura of Despair to only affect hostiles. Fixed damage cap on Disintegrate. Fixed bug where you could still wear armor under the effects of Luminous Armor. Fixed PsyWar bug with NUI Spellcast menu (@rakiov).
151 lines
4.5 KiB
Plaintext
151 lines
4.5 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Luminous Armor
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//:: FileName sp_lumins_armr.nss
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//:://////////////////////////////////////////////
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/**@file Luminous Armor
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Abjuration
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Level: Sactified 2
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Components: Sacrifice
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Casting Time: 1 standard action
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Range: Touch
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Target: 1 good creature touched
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Duration: 1 hour/level
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Saving Throw: None
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Spell Resistance: Yes (harmless)
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This spell, favored among eldarins visiting the
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Material Plane, envelops the target in a protective,
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shimmering aura of light. The luminous armor
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resembles a suit of dazzling full plate, but it is
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weightless and does not restrict the target's
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movement or mobility in any way. In addition to
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imparting the benefits of a breatplate (+5 armor
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bonus to AC), the luminous armor has no maximum
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Dexterity restriction, no armor check penalty, and
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no chance for aracane spell failure.
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Luminous armor sheds light equivalent to a daylight
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spell and dispells darkness spells of 2nd level or
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lower with which it comes into contact. In addition,
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the armor causes opponents to take a -4 penalty on
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melee attacks made against the target. This penalty
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stacks with the penalty suffered by creatures
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sensitive to bright light (such as dark elves).
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Sacrifice: 1d2 points of Strength damage.
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//::///////////////////////////////////////////////
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//:: Name Greater Luminous Armor
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//:: FileName sp_lumins_armr.nss
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//:://////////////////////////////////////////////
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Luminous Armor, Greater
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Abjuration
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Level: Sanctified 4
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This spell functions like luminous armor, except
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that it imparts the benefits of full plate (+8
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armor bonus to AC).
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Sacrifice: 1d3 points of Strength damage.
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Author: Tenjac
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Created: 6/20/06
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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//Declare main variables.
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int nEvent = GetRunningEvent();
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object oPC;
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switch(nEvent)
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{
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case EVENT_ONHEARTBEAT: oPC = OBJECT_SELF; break;
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default:
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oPC = OBJECT_SELF;
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}
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PRCSetSchool(SPELL_SCHOOL_ABJURATION);
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if(nEvent == FALSE)
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{
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object oTarget = PRCGetSpellTargetObject();
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int nSpell = GetSpellId();
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int nCasterLvl = PRCGetCasterLevel(oPC);
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int nAlign = GetAlignmentGoodEvil(oTarget);
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int nMetaMagic = PRCGetMetaMagicFeat();
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float fDur = HoursToSeconds(nCasterLvl);
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if(nAlign == ALIGNMENT_GOOD)
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{
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if(nMetaMagic & METAMAGIC_EXTEND)
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fDur += fDur;
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//VFX
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_SUPER_HEROISM), oTarget);
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//Light as a daylight spell, AoE for attack penalty
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effect eLight = EffectLinkEffects(EffectVisualEffect(VFX_DUR_LIGHT_WHITE_20), EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE));
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eLight = EffectLinkEffects(eLight, EffectAreaOfEffect(AOE_MOB_LUMINOUS_ARMOR));
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int nArmor;
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int nLevel = GetLevelByClass(CLASS_TYPE_ABJURANT_CHAMPION);
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if(nSpell == SPELL_LUMINOUS_ARMOR)
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{
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nArmor = nLevel + 5;
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DoCorruptionCost(oPC, ABILITY_STRENGTH, d2(1), 0);
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}
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else if(nSpell == SPELL_GREATER_LUMINOUS_ARMOR)
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{
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nArmor = nLevel + 8;
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DoCorruptionCost(oPC, ABILITY_STRENGTH, d3(), 0);
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}
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else
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{
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return;
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}
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PRCRemoveEffectsFromSpell(oTarget, SPELL_LUMINOUS_ARMOR);
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PRCRemoveEffectsFromSpell(oTarget, SPELL_GREATER_LUMINOUS_ARMOR);
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RemoveEventScript(oPC, EVENT_ONHEARTBEAT, "sp_lumins_armr", TRUE, FALSE);
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effect eArmor = EffectACIncrease(nArmor, AC_ARMOUR_ENCHANTMENT_BONUS, AC_VS_DAMAGE_TYPE_ALL);
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eArmor = EffectLinkEffects(eArmor, eLight);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eArmor, oTarget, fDur);
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object oArmour = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC);
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if (GetBaseAC(oArmour) > 0)
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{
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ForceUnequip(oPC, oArmour, INVENTORY_SLOT_CHEST);
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SendMessageToPC(oPC, "You cannot wear armor while under the effects of Luminous Armour");
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}
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}
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PRCSetSchool();
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AddEventScript(oPC, EVENT_ONHEARTBEAT, "sp_lumins_armr", TRUE, FALSE);
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DelayCommand(fDur, RemoveEventScript(oPC, EVENT_ONHEARTBEAT, "sp_lumins_armr", TRUE, FALSE));
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//Sanctified spells get mandatory 10 pt good adjustment, regardless of switch
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AdjustAlignment(oPC, ALIGNMENT_GOOD, 10, FALSE);
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}
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else if(nEvent == EVENT_ONHEARTBEAT)
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{
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object oArmour = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC);
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if (GetBaseAC(oArmour) > 0)
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{
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ForceUnequip(oPC, oArmour, INVENTORY_SLOT_CHEST);
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SendMessageToPC(oPC, "You cannot wear armor while under the effects of Luminous Armour");
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}
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}
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} |