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.
65 lines
2.2 KiB
Plaintext
65 lines
2.2 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Wolfskin
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//:: Spell FileName XXX_S_Wolfskin
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation
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Level: Drd 2, Rgr 3
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Components: V, S, F
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Casting Time: 1 standard action
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Range: Personal
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Target: You
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Duration: 1 minute/level (D)
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Saving Throw: None
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Spell Resistance: No (harmless)
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Source: Various (WotC)
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You take the shape of a normal wolf as if you had the wild shape ability of
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a 5th-level druid.
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Focus: The skin of a wolf, dire wolf, werewolf, worg, or winter wolf. The
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skin melds with your body while the spell is in effect, and it returns to
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normal when you assume your own shape.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Can even use Bioware's own defined Wolf for the Wild Shape ability for this,
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which is nice.
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It is not instant - it can still be dispelled normally, well, I interpert
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it that way.
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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_WOLFSKIN)) return;
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// Check focus component - Wolf Skin
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if(!SMP_ComponentFocusItem(SMP_ITEM_WOLFSKIN, "Wolfskin", "Wolfskin")) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF
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int nCasterLevel = SMP_GetCasterLevel();
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int nMetaMagic = SMP_GetMetaMagicFeat();
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// Get duration - 1 minute/level
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float fDuration = SMP_GetDuration(SMP_MINUTES, nCasterLevel, nMetaMagic);
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// Declare effects
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effect eVis = EffectVisualEffect(VFX_IMP_POLYMORPH);
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effect eWolf = EffectPolymorph(POLYMORPH_TYPE_WOLF);// * Same as from nw_s2_wildshape
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// Signal Spell cast at
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_WOLFSKIN, FALSE);
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// Apply polymorph
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SMP_ApplyPolymorphDurationAndVFX(oTarget, eVis, eWolf, fDuration);
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}
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