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.
75 lines
2.2 KiB
Plaintext
75 lines
2.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Entropic Shield
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//:: x0_s0_entrshield.nss
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//:: Copyright (c) 2003 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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20% concealment to ranged attacks including
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ranged spell attacks
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Duration: 1 turn/level
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent Knowles
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//:: Created On: July 18, 2002
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//:://////////////////////////////////////////////
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//:: VFX Pass By:
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//:: altered by mr_bumpkin Dec 4, 2003 for prc stuff
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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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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//Declare major variables
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object oTarget = OBJECT_SELF;
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int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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int nDuration = CasterLvl;
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int nMetaMagic = PRCGetMetaMagicFeat();
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effect eVis = EffectVisualEffect(VFX_IMP_AC_BONUS);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), FALSE));
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//Check for metamagic extend
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if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND)) //Duration is +100%
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{
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nDuration = nDuration * 2;
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}
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//Set the four unique armor bonuses
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effect eShield = EffectConcealment(20, MISS_CHANCE_TYPE_VS_RANGED);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eShield, eDur);
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// PRCRemoveEffectsFromSpell(oTarget, GetSpellId());
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//Apply the armor bonuses and the VFX impact
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration),TRUE,-1,CasterLvl);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Erasing the variable used to store the spell's spell school
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}
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