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.
78 lines
2.7 KiB
Plaintext
78 lines
2.7 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Summon Instrument
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//:: Spell FileName PHS_S_SummonInst
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Summon Instrument
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Conjuration (Summoning)
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Level: Brd 0
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Components: V, S
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Casting Time: 1 round
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Range: 0M.
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Effect: One summoned handheld musical instrument
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Duration: 1 min./level (D)
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Saving Throw: None
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Spell Resistance: No
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This spell summons one handheld musical instrument of your choice, a lyre,
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pipes, lute, guitar or tambourine. This instrument appears in your inventory.
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The instrument is typical for its type. Only one instrument appears per
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casting, and it will play only for you - you cannot drop it.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Basically, creates a magical instrument. More then one can be chosen, but
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are chosen in the spell menu.
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Could add in the bard song thing an optional part for instruments being
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needed (as D&D) - but that might mean to force them to continue singing
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or something...or perhaps just keeping the instrument equipped.
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Oh, and the desciption has been simplified and whatnot.
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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_SUMMON_INSTRUMENT)) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF
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int nCnt;
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// Can be 0-4
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string sResRef = "phs_suminst_";
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// Destroy all other instruments
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for(nCnt = 0; nCnt <= 4; nCnt++)
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{
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PHS_ComponentItemRemove(sResRef + IntToString(nCnt));
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}
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// Get what we want to create
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int nInstrument;
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switch(GetSpellId())
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{
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case PHS_SPELL_SUMMON_INSTRUMENT_LUTE: nInstrument = 0; break;
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case PHS_SPELL_SUMMON_INSTRUMENT_PIPES: nInstrument = 1; break;
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case PHS_SPELL_SUMMON_INSTRUMENT_LYRE: nInstrument = 2; break;
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case PHS_SPELL_SUMMON_INSTRUMENT_GUITAR: nInstrument = 3; break;
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case PHS_SPELL_SUMMON_INSTRUMENT_TAMBOURINE: nInstrument = 4; break;
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default: nInstrument = 0; break;
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}
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// Finnish resref
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sResRef += IntToString(nInstrument);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_SUMMON_INSTRUMENT, FALSE);
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// It is already plot and cursed (cannot be dropped) so create
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CreateItemOnObject(sResRef, oTarget);
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}
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