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PRC8/nwn/nwnprc/trunk/spells/sp_lumins_armr.nss
Jaysyn904 80070703b4 2025/11/20 Update
Updated epic swashbucker tlk.
Added notes on Martial Study.
Updated Shadow Servant to scale with Shadow Master level, per PnP.
Made Disciple of Baalzebul's CHA boost intrinsic.
Swarm of Arrows is an Eldritch Knight epic bonus feat.
Epic eldritch theurge is 11th level, not 21st level.
Updated Shadowdancer weapon proficiencies.
WP: Scythe was a usable feat for Warblade.
Gaseous Form added to iprp_spells.
Set Favoured Soul's Regen X Wounds spells to the correct spell level.
Updated Twinfiend to not suck.
Tweaked GetMaxPossibleHP for Undead & Constructs.
Updated PRCIsFlying() for newer CEP2 wings.
More fixes and updated for NUI levelup menu. (@Rakiov)
Added support for de-leveling AMS classes (@Rakiov)
Zakya Rakshasa have a claw & bite attack.
Added check to end grapples after target death.
Removed debug message in GetHighestSpellAvailableByDescriptor()
Monsters won't summon uncontrolled undead.
Added Signal Event to Luminous Armor.
Corrected Signal Event on Shield of Faith.
2025-11-20 21:36:52 -05:00

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//::///////////////////////////////////////////////
//:: Name Luminous Armor
//:: FileName sp_lumins_armr.nss
//:://////////////////////////////////////////////
/**@file Luminous Armor
Abjuration
Level: Sactified 2
Components: Sacrifice
Casting Time: 1 standard action
Range: Touch
Target: 1 good creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)
This spell, favored among eldarins visiting the
Material Plane, envelops the target in a protective,
shimmering aura of light. The luminous armor
resembles a suit of dazzling full plate, but it is
weightless and does not restrict the target's
movement or mobility in any way. In addition to
imparting the benefits of a breatplate (+5 armor
bonus to AC), the luminous armor has no maximum
Dexterity restriction, no armor check penalty, and
no chance for aracane spell failure.
Luminous armor sheds light equivalent to a daylight
spell and dispells darkness spells of 2nd level or
lower with which it comes into contact. In addition,
the armor causes opponents to take a -4 penalty on
melee attacks made against the target. This penalty
stacks with the penalty suffered by creatures
sensitive to bright light (such as dark elves).
Sacrifice: 1d2 points of Strength damage.
//::///////////////////////////////////////////////
//:: Name Greater Luminous Armor
//:: FileName sp_lumins_armr.nss
//:://////////////////////////////////////////////
Luminous Armor, Greater
Abjuration
Level: Sanctified 4
This spell functions like luminous armor, except
that it imparts the benefits of full plate (+8
armor bonus to AC).
Sacrifice: 1d3 points of Strength damage.
Author: Tenjac
Created: 6/20/06
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
#include "prc_inc_spells"
void main()
{
if(!X2PreSpellCastCode()) return;
PRCSetSchool(SPELL_SCHOOL_ABJURATION);
object oPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nSpell = GetSpellId();
int nCasterLvl = PRCGetCasterLevel(oPC);
int nAlign = GetAlignmentGoodEvil(oTarget);
int nMetaMagic = PRCGetMetaMagicFeat();
float fDur = HoursToSeconds(nCasterLvl);
if(nAlign == ALIGNMENT_GOOD)
{
if(nMetaMagic & METAMAGIC_EXTEND)
fDur += fDur;
//VFX
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_SUPER_HEROISM), oTarget);
//Light as a daylight spell, AoE for attack penalty
effect eLight = EffectLinkEffects(EffectVisualEffect(VFX_DUR_LIGHT_WHITE_20), EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE));
eLight = EffectLinkEffects(eLight, EffectAreaOfEffect(AOE_MOB_LUMINOUS_ARMOR));
int nArmor;
int nLevel = GetLevelByClass(CLASS_TYPE_ABJURANT_CHAMPION);
if(nSpell == SPELL_LUMINOUS_ARMOR)
{
nArmor = nLevel + 5;
DoCorruptionCost(oPC, ABILITY_STRENGTH, d2(1), 0);
SignalEvent(oTarget, EventSpellCastAt(oPC, nSpell));
}
else if(nSpell == SPELL_GREATER_LUMINOUS_ARMOR)
{
nArmor = nLevel + 8;
DoCorruptionCost(oPC, ABILITY_STRENGTH, d3(), 0);
SignalEvent(oTarget, EventSpellCastAt(oPC, nSpell));
}
else
{
return;
}
PRCRemoveEffectsFromSpell(oTarget, SPELL_LUMINOUS_ARMOR);
PRCRemoveEffectsFromSpell(oTarget, SPELL_GREATER_LUMINOUS_ARMOR);
effect eArmor = EffectACIncrease(nArmor, AC_ARMOUR_ENCHANTMENT_BONUS, AC_VS_DAMAGE_TYPE_ALL);
eArmor = EffectLinkEffects(eArmor, eLight);
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eArmor, oTarget, fDur);
object oArmour = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC);
if (GetBaseAC(oArmour) > 0)
{
ForceUnequip(oPC, oArmour, INVENTORY_SLOT_CHEST);
SendMessageToPC(oPC, "You cannot wear armor while under the effects of Luminous Armour");
}
}
PRCSetSchool();
//Sanctified spells get mandatory 10 pt good adjustment, regardless of switch
AdjustAlignment(oPC, ALIGNMENT_GOOD, 10, FALSE);
}