Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
114 lines
3.8 KiB
Plaintext
114 lines
3.8 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Holy Aura
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//:: NW_S0_HolyAura.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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The cleric casting this spell gains +4 AC and
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+4 to saves. Is immune to Mind-Affecting Spells
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used by evil creatures and gains an SR of 25
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versus the spells of Evil Creatures
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Sept 28, 2001
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//:://////////////////////////////////////////////
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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#include "prc_inc_spells"
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//::///////////////////////////////////////////////
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//:: PRCDoAura
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Used in the Alignment aura - unholy and holy
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aura scripts fromthe original campaign
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spells. Cleaned them up to be consistent.
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*/
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//:://////////////////////////////////////////////
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//:: Created By:
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//:: Created On:
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//:://////////////////////////////////////////////
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void PRCDoAura(int nAlign, int nVis1, int nVis2, int nDamageType)
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{
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//Declare major variables
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object oTarget = PRCGetSpellTargetObject();
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int nDuration = PRCGetCasterLevel(OBJECT_SELF);
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effect eVis = EffectVisualEffect(nVis1);
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effect eAC = EffectACIncrease(4, AC_DEFLECTION_BONUS);
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effect eSave = EffectSavingThrowIncrease(SAVING_THROW_ALL, 4);
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//Change the effects so that it only applies when the target is evil
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effect eImmune = EffectImmunity(IMMUNITY_TYPE_MIND_SPELLS);
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effect eSR = EffectSpellResistanceIncrease(25); //Check if this is a bonus or a setting.
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effect eDur = EffectVisualEffect(nVis2);
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effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eEvil = EffectDamageShield(6, DAMAGE_BONUS_1d8, nDamageType);
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// * make them versus the alignment
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eImmune = VersusAlignmentEffect(eImmune, ALIGNMENT_ALL, nAlign);
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eSR = VersusAlignmentEffect(eSR,ALIGNMENT_ALL, nAlign);
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eAC = VersusAlignmentEffect(eAC,ALIGNMENT_ALL, nAlign);
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eSave = VersusAlignmentEffect(eSave,ALIGNMENT_ALL, nAlign);
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eEvil = VersusAlignmentEffect(eEvil,ALIGNMENT_ALL, nAlign);
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//Link effects
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effect eLink = EffectLinkEffects(eImmune, eSave);
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eLink = EffectLinkEffects(eLink, eAC);
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eLink = EffectLinkEffects(eLink, eSR);
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eLink = EffectLinkEffects(eLink, eDur);
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eLink = EffectLinkEffects(eLink, eDur2);
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eLink = EffectLinkEffects(eLink, eEvil);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, PRCGetSpellId(), FALSE));
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
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}
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_ABJURATION);
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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//--------------------------------------------------------------------------
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// GZ: Make sure this aura is only active once
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//--------------------------------------------------------------------------
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PRCRemoveSpellEffects(GetSpellId(),OBJECT_SELF,PRCGetSpellTargetObject());
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PRCDoAura(ALIGNMENT_EVIL, VFX_DUR_PROTECTION_GOOD_MAJOR, VFX_DUR_PROTECTION_GOOD_MAJOR, DAMAGE_TYPE_DIVINE);
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the local integer storing the spellschool name
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}
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