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.
88 lines
2.7 KiB
Plaintext
88 lines
2.7 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Endure Exposure
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//:: FileName inv_dra_endrexp.nss
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//::///////////////////////////////////////////////
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/*
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Least Invocation
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3rd Level Spell
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With a touch, you grant a creature (or yourself)
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the ability to withstand hot or cold environments,
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but doesn't protect against actual fire or cold
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damage. In addition, the target is immune to your
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breath weapon's effects. This invocation lasts for
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24 hours.
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*/
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//::///////////////////////////////////////////////
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#include "inv_inc_invfunc"
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#include "inv_invokehook"
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void DispelMonitor(object oCaster, object oTarget, int nSpellID);
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void main()
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{
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if (!PreInvocationCastCode()) return;
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object oCaster = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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int nCasterLevel = GetInvokerLevel(oCaster, GetInvokingClass());
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int bValid = FALSE;
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int nBPIndex = 0;
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int nBPTIndex = 0;
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effect eVis = EffectVisualEffect(VFX_IMP_ELEMENTAL_PROTECTION);
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//Add to array on target of breaths they're protected from
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if(!array_exists(oTarget, "BreathProtected"))
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array_create(oTarget, "BreathProtected");
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while(!bValid)
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{
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//find the first empty spot and add it
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if(array_get_object(oTarget, "BreathProtected", nBPIndex) == OBJECT_INVALID)
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{
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array_set_object(oTarget, "BreathProtected", nBPIndex, oCaster);
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bValid = TRUE;
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}
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else
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nBPIndex++;
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}
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//add to array on caster of targets protected by their spell for resting cleanup
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if(!array_exists(oCaster, "BreathProtectTargets"))
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array_create(oCaster, "BreathProtectTargets");
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while(!bValid)
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{
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//find the first empty spot and add it
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if(array_get_object(oCaster, "BreathProtectTargets", nBPTIndex) == OBJECT_INVALID)
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{
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array_set_object(oCaster, "BreathProtectTargets", nBPTIndex, oTarget);
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if(DEBUG) DoDebug("Storing target: " + GetName(array_get_object(oCaster, "BreathProtectTargets", nBPTIndex)));
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bValid = TRUE;
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}
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else
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nBPTIndex++;
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}
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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DispelMonitor(oCaster, oTarget, INVOKE_ENDURE_EXPOSURE);
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}
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void DispelMonitor(object oCaster, object oTarget, int nSpellID)
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{
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// Has the power ended since the last beat, or does the duration run out now
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if(PRCGetDelayedSpellEffectsExpired(nSpellID, oTarget, oCaster))
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{
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if(DEBUG) DoDebug("inv_dra_endexp: The protection effect has been removed");
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array_delete(oCaster, "BreathProtected");
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DeleteLocalInt(oCaster, "DragonWard");
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}
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else
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DelayCommand(6.0f, DispelMonitor(oCaster, oTarget, nSpellID));
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} |