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.
64 lines
2.1 KiB
Plaintext
64 lines
2.1 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Shield, Lesser
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//:: Spell FileName XXX_S_ShieldLess
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Abjuration [Force]
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Level: Sor/Wiz 0
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Components: V, S
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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: 3 rounds + 1 round/level (D)
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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Source: Various (Capn Charlie)
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Lesser Shield creates an invisible, small shield-sized mobile disk of force
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that hovers in front of you. The disk provides a +2 shield bonus to AC. The
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shield has no armor check penalty or arcane spell failure chance, and cannot
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stop magic missiles.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Invisible shield, only +2 to AC, a low duration, personal only, and
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no protection against magic missile.
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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_SHIELD_LESSER)) 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 nMetaMagic = SMP_GetMetaMagicFeat();
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int nCasterLevel = SMP_GetCasterLevel();
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// 3 + 1 Round/level
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float fDuration = SMP_GetDuration(SMP_ROUNDS, nCasterLevel, nMetaMagic);
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// Delcare effects
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effect eVis = EffectVisualEffect(VFX_IMP_AC_BONUS);
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effect eAC = EffectACIncrease(2, AC_SHIELD_ENCHANTMENT_BONUS);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eAC, eCessate);
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// Remove previous castings
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SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_SHIELD_LESSER, oTarget);
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// Signal spell cast at
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_SHIELD_LESSER, FALSE);
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// Apply effects
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SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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