Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
		
			
				
	
	
		
			112 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			112 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| //::///////////////////////////////////////////////
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| //:: Bless
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| //:: NW_S0_Bless.nss
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| //:: Copyright (c) 2001 Bioware Corp.
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| //:://////////////////////////////////////////////
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| /*
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| Bless
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| Enchantment (Compulsion) [Mind-Affecting]
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| Level:            Clr 1, Pal 1
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| Components:       V, S, DF
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| Casting Time:     1 standard action
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| Range:            50 ft.
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| Area:             The caster and all allies within
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|                   a 50-ft. burst, centered on the caster
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| Duration:         1 min./level
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| Saving Throw:     None
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| Spell Resistance: Yes (harmless)
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| 
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| 
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| Bless fills your allies with courage. Each ally
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| gains a +1 morale bonus on attack rolls and on
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| saving throws against fear effects.
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| 
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| Bless counters and dispels bane.
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| */
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| //:://////////////////////////////////////////////
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| //:: Created By: Preston Watamaniuk
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| //:: Created On: July 24, 2001
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| //:://////////////////////////////////////////////
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| //:: VFX Pass By: Preston W, On: June 20, 2001
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| //:: Added Bless item ability: Georg Z, On: June 20, 2001
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| 
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| 
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| //:: modified by mr_bumpkin Dec 4, 2003
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| #include "prc_inc_spells"
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| #include "prc_add_spell_dc"
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| 
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| void main()
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| {
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|     if (!X2PreSpellCastCode()) return;
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| 
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|     PRCSetSchool(SPELL_SCHOOL_ENCHANTMENT);
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| 
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|     //Declare major variables
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|     object oCaster = OBJECT_SELF;
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|     object oTarget = PRCGetSpellTargetObject();
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|     int nCasterLvl = PRCGetCasterLevel(oCaster);
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|     int nMetaMagic = PRCGetMetaMagicFeat();
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|     float fDuration = TurnsToSeconds(nCasterLvl);
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|     if(nMetaMagic & METAMAGIC_EXTEND)
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|         fDuration *= 2;   //Duration is +100%
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| 
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|     effect eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY);
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|     effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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| 
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|     // ---------------- TARGETED ON BOLT  -------------------
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|     if(GetIsObjectValid(oTarget) && GetObjectType(oTarget) == OBJECT_TYPE_ITEM)
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|     {
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|         // special handling for blessing crossbow bolts that can slay rakshasa's
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|         if (GetBaseItemType(oTarget) == BASE_ITEM_BOLT)
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|         {
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|            object oPossessor = GetItemPossessor(oTarget);
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|            SignalEvent(oPossessor, EventSpellCastAt(oCaster, SPELL_BLESS, FALSE));
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|            IPSafeAddItemProperty(oTarget, ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_SLAYRAKSHASA, 1), fDuration, X2_IP_ADDPROP_POLICY_KEEP_EXISTING);
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|            SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPossessor);
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|            SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, oPossessor, fDuration, FALSE);
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|            PRCSetSchool();
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|            return;
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|         }
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|     }
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| 
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|     location lCaster = GetLocation(oCaster);
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|     float fRange = FeetToMeters(50.0);
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| 
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|     effect eImpact = EffectVisualEffect(VFX_FNF_LOS_HOLY_30);
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| 
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|     //Apply Impact
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|     ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, lCaster);
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| 
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|     //Get the first target in the radius around the caster
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|     oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRange, lCaster);
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|     while(GetIsObjectValid(oTarget))
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|     {
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|         if(GetIsReactionTypeFriendly(oTarget) || GetFactionEqual(oTarget))
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|         {
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|             //Fire spell cast at event for target
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|             SignalEvent(oTarget, EventSpellCastAt(oCaster, SPELL_BLESS, FALSE));
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| 
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|             float fDelay = PRCGetRandomDelay(0.4, 1.1);
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| 
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|             if(GetHasSpellEffect(SPELL_BANE, oTarget))
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|                 //Remove Bane spell
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|                 DelayCommand(fDelay, PRCRemoveEffectsFromSpell(oTarget, SPELL_BANE));
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|             else
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|             {
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|                 effect eAttack = EffectAttackIncrease(1);
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|                 effect eSave   = EffectSavingThrowIncrease(SAVING_THROW_ALL, 1, SAVING_THROW_TYPE_FEAR);
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|                 effect eLink   = EffectLinkEffects(eAttack, eSave);
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|                        eLink   = EffectLinkEffects(eLink, eDur);
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| 
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|                 //Apply bonus effects
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|                 DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDuration, TRUE, SPELL_BLESS, nCasterLvl));
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|             }
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|             //Apply VFX impact
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|             DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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|         }
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|         //Get the next target in the specified area around the caster
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|         oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRange, lCaster);
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|     }
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|     PRCSetSchool();
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| }
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