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.
81 lines
2.4 KiB
Plaintext
81 lines
2.4 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Remove Blindness/Deafness
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//:: Spell FileName PHS_S_RemoveBlindness
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Conjuration (Healing)
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Level: Clr 3, Pal 3
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Components: V, S
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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: Instantaneous
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Saving Throw: Fortitude negates (harmless)
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Spell Resistance: Yes (harmless)
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Remove blindness/deafness cures blindness or deafness (your choice),
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whether the effect is normal or magical in nature. The spell does not
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restore ears or eyes that have been lost, but it repairs them if they are
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damaged.
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Remove blindness/deafness counters and dispels blindness/deafness.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Can remove one, or the other...
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Make sure to test, uses a sub-dial for now.
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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_REMOVE_BLINDNESS_DEAFNESS)) 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 nSpellId = GetSpellId();
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int nType, nToRemove;
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// Check what to remove
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if(nSpellId == PHS_SPELL_REMOVE_BLINDNESS_DEAFNESS_B)
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{
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// Remove deafness
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nToRemove = EFFECT_TYPE_DEAF;
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}
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else// PHS_SPELL_REMOVE_BLINDNESS_DEAFNESS_A
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{
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// Remove blindness
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nToRemove = EFFECT_TYPE_BLINDNESS;
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}
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// Delcare immunity effects
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effect eVis = EffectVisualEffect(VFX_IMP_REMOVE_CONDITION);
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// Apply VFX
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PHS_ApplyVFX(oTarget, eVis);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_REMOVE_BLINDNESS_DEAFNESS, FALSE);
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// We remove all effect of blindness or deafness
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effect eCheck = GetFirstEffect(oTarget);
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// Loop effects
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while(GetIsEffectValid(eCheck))
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{
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nType = GetEffectType(eCheck);
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// - Remove all of XXX
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if(nType == nToRemove)
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{
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RemoveEffect(oTarget, eCheck);
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}
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eCheck = GetNextEffect(oTarget);
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}
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}
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