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.
74 lines
2.6 KiB
Plaintext
74 lines
2.6 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Adventurer's Luck
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//:: Spell FileName XXX_S_AdventLuck
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation
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Also known as: Drawmij's Adventurer's Luck
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Level: Sor/Wiz 2
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Components: V, S, M
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Casting Time: 1 round
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Range: Touch
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Target: Creature touched
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Duration: 10 minutes
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (Harmless)
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Source: Various (Owain_Abjurer)
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This spell bestows upon the touched creature incredible luck. For the
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duration of the spell, the recipient of this magic gains a +1 luck bonus per
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4 caster levels (maximum of +5 bonus) on saving throws and skill checks.
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Material Components: Ruby dust to be sprinkled over the target's head (worth
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50 gold pieces).
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Will provide the bonuses, as usual, for 10 minutes (it was 30) which might
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change to 1 minute/level, but probably not.
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Removed "bonus to ability checks" as there is no way of adding that (dammit!)
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "SMP_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!SMP_SpellHookCheck(SMP_SPELL_ADVENTURERS_LUCK)) 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 nCasterLevel = SMP_GetCasterLevel();
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int nMetaMagic = SMP_GetMetaMagicFeat();
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// Duration is 10 minutes
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float fDuration = SMP_GetDuration(SMP_MINUTES, 10, nMetaMagic);
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// Get bonus to apply
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int nBonus = SMP_LimitInteger(nCasterLevel/4, 5, 1);
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// Declare effects
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effect eVis = EffectVisualEffect(SMP_VFX_IMP_ADVENTURERS_LUCK);
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effect eSkill = EffectSkillIncrease(SKILL_ALL_SKILLS, nBonus);
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effect eSave = EffectSavingThrowIncrease(SAVING_THROW_ALL, nBonus);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eSkill, eSave);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Remove previous effects
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SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_ADVENTURERS_LUCK, oTarget);
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// Signal spell cast at
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_ADVENTURERS_LUCK, FALSE);
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// Apply effects to the target
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SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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