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.
91 lines
2.5 KiB
Plaintext
91 lines
2.5 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Necrotic Empowerment
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//:: FileName sp_nec_empower.nss
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//:://////////////////////////////////////////////
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/** @file
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Necrotic Empowerment
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Necromancy [Evil]
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Level: Clr 8, sor/wiz 8
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Components: V, S, F
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Casting Time: 1 standard action
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Range: Personal
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Target: You
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Duration: 1 round/level
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You call upon the mother cyst that your body hosts,
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drawing from it strength, vigor, speed, and vicious
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certainty. While the spell is in effect, you gain a
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+8 enhancement bonus to Dexterity, Intelligence, and
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Wisdom, a +8 natural armor bonus to Armor Class as
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your skin briefly crusts and hardens, a +5 competence
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bonus on Fortitude saves, and 100 temporary hit points.
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While the empowerment lasts, you are unable to cast any
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other mother cyst feat-enabled spell.
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Focus: Caster must possess a mother cyst.
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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#include "spinc_necro_cyst"
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#include "inc_utility"
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void main()
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{
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// Set the spellschool
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PRCSetSchool(SPELL_SCHOOL_NECROMANCY);
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// Run the spellhook.
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if (!X2PreSpellCastCode()) return;
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//Check for casting ability
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if(!GetCanCastNecroticSpells(OBJECT_SELF))
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return;
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//Define vars
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object oPC = OBJECT_SELF;
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object oSkin = GetPCSkin(oPC);
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int nCasterLevel = PRCGetCasterLevel(oPC);
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float fDuration = RoundsToSeconds(nCasterLevel);
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int nMetaMagic = PRCGetMetaMagicFeat();
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if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND))
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{
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fDuration = (fDuration * 2);
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}
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//Define Ability bonuses
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effect eDex = EffectAbilityIncrease(ABILITY_DEXTERITY, 8);
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effect eInt = EffectAbilityIncrease(ABILITY_INTELLIGENCE, 8);
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effect eWis = EffectAbilityIncrease(ABILITY_WISDOM, 8);
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//Define Natural Armor bonus
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effect eNatArm = EffectACIncrease(8, AC_NATURAL_BONUS);
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//Define Fortitude save bonus
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effect eFortSave = EffectSavingThrowIncrease(SAVING_THROW_FORT, 5, SAVING_THROW_TYPE_ALL);
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//Define HP bonus
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effect eHP = EffectTemporaryHitpoints(100);
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//Define VFX
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effect eVis = EffectVisualEffect(VFX_DUR_PARALYZED);
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//Link effects
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effect eLink = EffectLinkEffects(eDex, eInt);
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eLink = EffectLinkEffects(eLink, eWis);
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eLink = EffectLinkEffects(eLink, eNatArm);
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eLink = EffectLinkEffects(eLink, eFortSave);
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eLink = EffectLinkEffects(eLink, eHP);
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eLink = EffectLinkEffects(eLink, eVis);
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//Apply all effects
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oPC, fDuration);
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PRCSetSchool();
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//SPEvilShift(oPC);
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} |