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.
125 lines
4.0 KiB
Plaintext
125 lines
4.0 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Luminous Armor
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//:: FileName sp_lumins_armr.nss
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//:://////////////////////////////////////////////
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/**@file Luminous Armor
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Abjuration
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Level: Sactified 2
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Components: Sacrifice
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Casting Time: 1 standard action
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Range: Touch
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Target: 1 good creature touched
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Duration: 1 hour/level
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Saving Throw: None
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Spell Resistance: Yes (harmless)
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This spell, favored among eldarins visiting the
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Material Plane, envelops the target in a protective,
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shimmering aura of light. The luminous armor
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resembles a suit of dazzling full plate, but it is
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weightless and does not restrict the target's
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movement or mobility in any way. In addition to
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imparting the benefits of a breatplate (+5 armor
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bonus to AC), the luminous armor has no maximum
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Dexterity restriction, no armor check penalty, and
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no chance for aracane spell failure.
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Luminous armor sheds light equivalent to a daylight
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spell and dispells darkness spells of 2nd level or
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lower with which it comes into contact. In addition,
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the armor causes opponents to take a -4 penalty on
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melee attacks made against the target. This penalty
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stacks with the penalty suffered by creatures
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sensitive to bright light (such as dark elves).
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Sacrifice: 1d2 points of Strength damage.
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//::///////////////////////////////////////////////
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//:: Name Greater Luminous Armor
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//:: FileName sp_lumins_armr.nss
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//:://////////////////////////////////////////////
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Luminous Armor, Greater
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Abjuration
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Level: Sanctified 4
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This spell functions like luminous armor, except
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that it imparts the benefits of full plate (+8
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armor bonus to AC).
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Sacrifice: 1d3 points of Strength damage.
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Author: Tenjac
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Created: 6/20/06
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_ABJURATION);
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object oPC = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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int nSpell = GetSpellId();
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int nCasterLvl = PRCGetCasterLevel(oPC);
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int nAlign = GetAlignmentGoodEvil(oTarget);
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int nMetaMagic = PRCGetMetaMagicFeat();
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float fDur = HoursToSeconds(nCasterLvl);
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if(nAlign == ALIGNMENT_GOOD)
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{
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if(nMetaMagic & METAMAGIC_EXTEND)
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fDur += fDur;
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//VFX
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_SUPER_HEROISM), oTarget);
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//Light as a daylight spell, AoE for attack penalty
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effect eLight = EffectLinkEffects(EffectVisualEffect(VFX_DUR_LIGHT_WHITE_20), EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE));
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eLight = EffectLinkEffects(eLight, EffectAreaOfEffect(AOE_MOB_LUMINOUS_ARMOR));
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int nArmor;
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int nLevel = GetLevelByClass(CLASS_TYPE_ABJURANT_CHAMPION);
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if(nSpell == SPELL_LUMINOUS_ARMOR)
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{
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nArmor = nLevel + 5;
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DoCorruptionCost(oPC, ABILITY_STRENGTH, d2(1), 0);
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}
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else if(nSpell == SPELL_GREATER_LUMINOUS_ARMOR)
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{
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nArmor = nLevel + 8;
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DoCorruptionCost(oPC, ABILITY_STRENGTH, d3(), 0);
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}
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else
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{
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return;
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}
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PRCRemoveEffectsFromSpell(oTarget, SPELL_LUMINOUS_ARMOR);
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PRCRemoveEffectsFromSpell(oTarget, SPELL_GREATER_LUMINOUS_ARMOR);
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effect eArmor = EffectACIncrease(nArmor, AC_ARMOUR_ENCHANTMENT_BONUS, AC_VS_DAMAGE_TYPE_ALL);
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eArmor = EffectLinkEffects(eArmor, eLight);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eArmor, oTarget, fDur);
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object oArmour = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC);
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if (GetBaseAC(oArmour) > 0)
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{
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ForceUnequip(oPC, oArmour, INVENTORY_SLOT_CHEST);
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SendMessageToPC(oPC, "You cannot wear armor while under the effects of Luminous Armour");
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}
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}
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PRCSetSchool();
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//Sanctified spells get mandatory 10 pt good adjustment, regardless of switch
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AdjustAlignment(oPC, ALIGNMENT_GOOD, 10, FALSE);
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} |