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.
63 lines
2.0 KiB
Plaintext
63 lines
2.0 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Mage Armor
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//:: Spell FileName PHS_S_MageArmor
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Conjuration (Creation) [Force]
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Level: Sor/Wiz 1
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Components: V, S, F
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Casting Time: 1 standard action
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Range: Touch
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Target: Creature touched
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Duration: 1 hour/level (D)
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Saving Throw: Will negates (harmless)
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Spell Resistance: No
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An invisible but tangible field of force surrounds the subject of a mage
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armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage
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armor entails no armor check penalty or arcane spell failure chance.
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Focus: A piece of cured leather.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As description (removed incorporal bit though).
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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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_MAGE_ARMOR)) return;
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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 nMetaMagic = PHS_GetMetaMagicFeat();
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int nCasterLevel = PHS_GetCasterLevel();
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// 1 Hour/level
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float fDuration = PHS_GetDuration(PHS_HOURS, nCasterLevel, nMetaMagic);
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// Delcare effects
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effect eVis = EffectVisualEffect(VFX_IMP_AC_BONUS);
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effect eAC = EffectACIncrease(4, AC_ARMOUR_ENCHANTMENT_BONUS);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eAC, eCessate);
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// Remove previous castings
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_MAGE_ARMOR, oTarget);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_MAGE_ARMOR, FALSE);
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// Apply effects
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PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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