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.
70 lines
2.2 KiB
Plaintext
70 lines
2.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Blinding Glory
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//:: FileName sp_blnd_glory.nss
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//:://////////////////////////////////////////////
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/**@file Blinding Glory
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Conjuration (Creation) [Good]
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Level: Glory 9, Sor/Wiz 9
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Components: V, S, M/DF
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Casting Time: 1 hour
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Range: Close (25 ft. + 5 ft./2 levels)
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Area: 100-ft./level radius spread, centered on you
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Duration: 1 hour/level
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Saving Throw: None
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Spell Resistance: No
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A brilliant radiance spreads from you, brightly
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illuminating the area. The light is similar to that
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created by the daylight spell, but no magical
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darkness counters or dispels it. Furthermore,
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evil-aligned creatures are blinded within this light.
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Blinding glory brought into an area of magical
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darkness (or vice versa), including an utterdark
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spell, is temporarily negated, so that the otherwise
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prevailing light conditions exist in the overlapping
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areas of effect.
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Arcane Material Component: A polished rod of pure
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silver.
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Author: Tenjac
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Created: 6/13/06
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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if (!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_CONJURATION);
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object oPC = OBJECT_SELF;
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int nCasterLvl = PRCGetCasterLevel(oPC);
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effect eAOE = EffectAreaOfEffect(AOE_PER_BLNDGLORY);
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float fDuration = HoursToSeconds(nCasterLvl);
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int nMetaMagic = PRCGetMetaMagicFeat();
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effect eVis = EffectVisualEffect(VFX_FNF_SUNBEAM);
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effect eDur = EffectVisualEffect(VFX_DUR_PROTECTION_GOOD_MAJOR);
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//Check Extend metamagic feat.
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if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND))
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{
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fDuration = fDuration *2; //Duration is +100%
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}
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, oPC, fDuration, TRUE, SPELL_BLINDING_GLORY, -1);
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//Create an instance of the AOE Object using the Apply Effect function
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, oPC, fDuration, TRUE, SPELL_BLINDING_GLORY, nCasterLvl);
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//SPGoodShift(oPC);
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PRCSetSchool();
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} |