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.
		
			
				
	
	
		
			135 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			135 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*:://////////////////////////////////////////////
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| //:: Spell Name Iron Body
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| //:: Spell FileName PHS_S_IronBody
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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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|     Level: Earth 8, Sor/Wiz 8
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|     Components: V, S, M/DF
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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: 1 min./level (D)
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| 
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|     This spell transforms your body into living iron, which grants you several
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|     powerful resistances and abilities.
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| 
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|     You gain damage reduction 15/+20. You are immune to blindness, critical hits,
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|     ability score damage, deafness, disease, drowning, electricity, poison,
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|     stunning, and all spells or attacks that affect your physiology or respiration,
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|     because you have no physiology or respiration while this spell is in effect.
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|     You take only half damage from acid and fire of all kinds. However, you also
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|     become vulnerable to rust attacks, as an iron golem is.
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| 
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|     You gain a +6 enhancement bonus to your Strength score, but you take a -6
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|     penalty to Dexterity as well (to a minimum Dexterity score of 3), and your
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|     speed is reduced to half normal. You have an spell failure chance of
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|     50% and a -8 penalty on armor-based skills, just as if you were clad in full
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|     plate armor. You cannot drink (and thus can’t use potions) or play wind
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|     instruments.
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| 
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|     Arcane Material Component: A small piece of iron that was once part of either
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|     an iron golem, a hero’s armor, or a war machine.
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| //:://////////////////////////////////////////////
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| //:: Spell Effects Applied / Notes
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| //:://////////////////////////////////////////////
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|     Currently this does this:
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| 
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|     - Will not work if the dex ability damage, slow or arcane spell failure or
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|     skill decrease cannot be applied.
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| 
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|     Got to do this - any "remove" spells will now correctly remove everything
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|     and stop abuse (as does any immunities). Might change, but it'd be hard
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|     to stop the bad stuff going and keeping the good stuff.
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| 
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|     The "respiratory spells" will be added as EffectSpellImmunity()
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| //:://////////////////////////////////////////////
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| //:: Created By: Jasperre
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| //::////////////////////////////////////////////*/
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| 
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| #include "PHS_INC_SPELLS"
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| 
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| void main()
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| {
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|     // Spell Hook Check.
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|     if(!PHS_SpellHookCheck(PHS_SPELL_IRON_BODY)) return;
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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 = GetSpellTargetObject();
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|     int nCasterLevel = PHS_GetCasterLevel();
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|     int nMetaMagic = PHS_GetMetaMagicFeat();
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| 
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|     // Make sure they are not immune to spells
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|     if(PHS_TotalSpellImmunity(oTarget)) return;
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| 
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|     // Duration is 1 minute/level
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|     float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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| 
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|     // Declare effects
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|     // All "Good" effects
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|     effect eIron = EffectDamageReduction(15, DAMAGE_POWER_PLUS_TWENTY);
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|     effect eStr = EffectAbilityIncrease(ABILITY_STRENGTH, 6);
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|     effect eBlind = EffectImmunity(IMMUNITY_TYPE_BLINDNESS);
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|     effect eCritical = EffectImmunity(IMMUNITY_TYPE_CRITICAL_HIT);
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|     effect eAbility = EffectImmunity(IMMUNITY_TYPE_ABILITY_DECREASE);
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|     effect eDisease = EffectImmunity(IMMUNITY_TYPE_DISEASE);
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|     effect ePoison = EffectImmunity(IMMUNITY_TYPE_POISON);
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|     effect eStun = EffectImmunity(IMMUNITY_TYPE_STUN);
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|     effect eElect = EffectDamageImmunityIncrease(DAMAGE_TYPE_ELECTRICAL, 100);
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|     effect eAcid = EffectDamageImmunityIncrease(DAMAGE_TYPE_ACID, 50);
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|     effect eFire = EffectDamageImmunityIncrease(DAMAGE_TYPE_FIRE, 50);
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|     // Special visual
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|     effect eDur = EffectVisualEffect(PHS_VFX_DUR_IRONSKIN);
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|     effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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|     // Seperate bad effects
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|     effect ePenDex = EffectAbilityDecrease(ABILITY_DEXTERITY, 6);
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|     effect ePenSkill = PHS_EffectArmorSkillsDecrease(8);
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|     effect ePenSlow = EffectMovementSpeedDecrease(50);
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|     effect ePenFail = EffectSpellFailure(50);
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| 
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|     // Link good effects
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|     effect eLink = EffectLinkEffects(eIron, eBlind);
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| 
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|     // We add the strength link only if we will havn't got any 6 or more bonuses
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|     // to strength
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|     if(PHS_GetHasAbilityBonusOfPower(oTarget, ABILITY_STRENGTH, 6) == 0)
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|     {
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|         eLink = EffectLinkEffects(eLink, eStr);
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|     }
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|     eLink = EffectLinkEffects(eLink, eCritical);
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|     eLink = EffectLinkEffects(eLink, eAbility);
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|     eLink = EffectLinkEffects(eLink, eDisease);
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|     eLink = EffectLinkEffects(eLink, ePoison);
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|     eLink = EffectLinkEffects(eLink, eStun);
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|     eLink = EffectLinkEffects(eLink, eElect);
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|     eLink = EffectLinkEffects(eLink, eAcid);
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|     eLink = EffectLinkEffects(eLink, eFire);
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|     eLink = EffectLinkEffects(eLink, eDur);
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|     eLink = EffectLinkEffects(eLink, eCessate);
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|     // Add in bad effects.
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|     eLink = EffectLinkEffects(eLink, ePenDex);
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|     eLink = EffectLinkEffects(eLink, ePenSkill);
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|     eLink = EffectLinkEffects(eLink, ePenSlow);
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|     eLink = EffectLinkEffects(eLink, ePenFail);
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| 
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|     // Remove previous effects
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|     PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_IRON_BODY, oTarget);
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| 
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|     // Remove any bonuses to strength of 5 or under.
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|     PHS_RemoveAnyAbilityBonuses(oTarget, ABILITY_STRENGTH, 5);
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| 
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|     // Signal spell cast at
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|     PHS_SignalSpellCastAt(oTarget, PHS_SPELL_IRON_BODY, FALSE);
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| 
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|     // Apply bad effects to the target
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|     //PHS_ApplyDuration(oTarget, ePenDex, fDuration);
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|     //PHS_ApplyDuration(oTarget, ePenSkill, fDuration);
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|     //PHS_ApplyDuration(oTarget, ePenSlow, fDuration);
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|     //PHS_ApplyDuration(oTarget, ePenFail, fDuration);
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| 
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|     // Apply effects to the target
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|     PHS_ApplyDuration(oTarget, eLink, fDuration);
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| }
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