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.
66 lines
2.0 KiB
Plaintext
66 lines
2.0 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Remove Paralysis
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//:: Spell FileName PHS_S_RemovePara
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Conjuration (Healing)
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Level: Clr 2, Pal 2
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Components: V, S
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Casting Time: 1 standard action
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Range: Close (8M)
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Target: Creature touched
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Duration: Instantaneous
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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You can free one or more creatures from the effects of any temporary
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paralysis or related magic, including a ghoul’s touch or a slow spell. For
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the creature this spell is cast on, the paralysis is negated.
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The spell does not restore ability scores reduced by penalties, damage, or
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drain.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Removes paralysis.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!PHS_SpellHookCheck(PHS_SPELL_REMOVE_PARALYSIS)) return;
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// Declare Major Variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nType;
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// Delcare immunity effects
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effect eVis = EffectVisualEffect(VFX_IMP_REMOVE_CONDITION);
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// Apply VFX
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PHS_ApplyVFX(oTarget, eVis);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_REMOVE_PARALYSIS, FALSE);
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// We remove all effect of paralysis
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effect eCheck = GetFirstEffect(oTarget);
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// Loop effects
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while(GetIsEffectValid(eCheck))
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{
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nType = GetEffectType(eCheck);
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// - Remove all of Paralysis
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if(nType == EFFECT_TYPE_PARALYZE)
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{
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RemoveEffect(oTarget, eCheck);
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}
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eCheck = GetNextEffect(oTarget);
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}
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}
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