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.
119 lines
4.4 KiB
Plaintext
119 lines
4.4 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Unholy Aura
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//:: Spell FileName PHS_S_UnholyAura
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Abjuration [Evil]
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Level: Clr 8, Evil 8
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Components: V, S, F
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Casting Time: 1 standard action
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Range: 6.67M (20 ft.)
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Targets: One creature/level in a 6.67M-radius (20-ft.) burst centered on you
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Duration: 1 round/level (D)
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Saving Throw: See text
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Spell Resistance: Yes (harmless)
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A malevolent darkness surrounds the subjects, protecting them from attacks,
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granting them resistance to spells cast by good creatures, and weakening
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good creatures when they strike the subjects. This abjuration has four
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effects.
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First, each warded creature gains a +4 deflection bonus to AC and a +4
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resistance bonus on saves. Unlike the effect of protection from good, this
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benefit applies against all attacks, not just against attacks by good
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creatures.
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Second, a warded creature gains spell resistance 25 against good spells and
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spells cast by good creatures.
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Third, the abjuration blocks possession and mental influence, just as
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protection from good does.
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Finally, if a good creature succeeds on a melee attack against a warded
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creature, the offending attacker takes 1d6 points of temporary Strength
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damage (Fortitude negates).
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Focus: A tiny reliquary containing some sacred relic, such as a piece of
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parchment from an unholy text. The reliquary costs at least 500 gp.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As the other 3 versions, havn't done the "Finally" part.
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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_UNHOLY_AURA)) return;
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// Check for 500GP evil relic item
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// - Only a focus, not a requirement
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if(!PHS_ComponentFocusItem(PHS_ITEM_EVIL_RELIC_500, "Evil Relic worth 500GP", "Unholy Aura")) return;
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//Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget;
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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// 1 creature level.
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int nDoneCreatures = 0;
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// 1 Round/level duration
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float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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// Delcare effects
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effect eDur = EffectVisualEffect(VFX_DUR_PROTECTION_EVIL_MAJOR);
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effect eSR = EffectSpellResistanceIncrease(25);
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effect eAC = EffectACIncrease(4, AC_DEFLECTION_BONUS);
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effect eSaves = EffectSavingThrowIncrease(SAVING_THROW_ALL, 4, SAVING_THROW_TYPE_ALL);
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effect eImmunities = PHS_CreateCompulsionImmunityLink();
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Only the SR and immunities are vs chaos.
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// * Need to check if this works correctly
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eSR = VersusAlignmentEffect(eSR, ALIGNMENT_ALL, ALIGNMENT_EVIL);
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eImmunities = VersusAlignmentEffect(eImmunities, ALIGNMENT_ALL, ALIGNMENT_EVIL);
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// Link effects
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effect eLink = EffectLinkEffects(eDur, eSR);
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eLink = EffectLinkEffects(eLink, eAC);
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eLink = EffectLinkEffects(eLink, eSaves);
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eLink = EffectLinkEffects(eLink, eImmunities);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Loop all targets without effect nearby
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int nCnt = 0;
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oTarget = oCaster;
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// Loop for 6.67M range
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while(GetIsObjectValid(oTarget) && nDoneCreatures < nCasterLevel &&
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GetDistanceToObject(oTarget) <= 6.67)
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{
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// Make sure they are in our LOS, are a friend too.
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if(LineOfSightObject(oCaster, oTarget) &&
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(GetIsFriend(oTarget) || GetFactionEqual(oTarget)) &&
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// Make sure they are not immune to spells
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!PHS_TotalSpellImmunity(oTarget))
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{
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// Add one to nDoneCreatures
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nDoneCreatures++;
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// Signal spell cast at event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_UNHOLY_AURA, FALSE);
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// Remove previous castings
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PHS_RemoveProtectionFromAlignment(oTarget, ALIGNMENT_GOOD, 3);
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// Apply effects
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PHS_ApplyDuration(oTarget, eLink, fDuration);
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}
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nCnt++;
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oTarget = GetNearestObject(OBJECT_TYPE_CREATURE, oCaster, nCnt);
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}
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}
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