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.
74 lines
2.3 KiB
Plaintext
74 lines
2.3 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Recovery
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//:: Spell FileName XXX_S_Recovery
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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 2, Drd 2
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Components: S
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Casting Time: 1 standard action
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Range: Touch
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Target: One creature
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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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Source: Various (Josh_Kablack)
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The subject recovers immediately from the effects of being Stunned and/or
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Dazed. Even if the subject had been Stunned or Dazed for multiple rounds it
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can now act normally for all of those rounds, and the spells which affected
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them cease to do so (unless a new effect causes it to be stunned again).
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Recovery is pretty easy, and in line with those kind of removal spells
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quite good.
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Stomatic component only.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "SMP_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!SMP_SpellHookCheck(SMP_SPELL_RECOVERY)) 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 = SMP_GetMetaMagicFeat();
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int nCasterLevel = SMP_GetCasterLevel();
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int nType;
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// Delcare immunity effects
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effect eVis = EffectVisualEffect(VFX_IMP_REMOVE_CONDITION);
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// Signal spell cast at
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_RECOVERY, FALSE);
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// Apply visual
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SMP_ApplyVFX(oTarget, eVis);
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// We remove all effect of poison, and some other spell effects too.
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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 stun and daze
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switch(nType)
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{
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case EFFECT_TYPE_STUNNED:
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case EFFECT_TYPE_DAZED:
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{
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RemoveEffect(oTarget, eCheck);
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}
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}
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eCheck = GetNextEffect(oTarget);
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}
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}
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