Initial upload.

Adding base PRC 4.19a files to repository.
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Jaysyn904
2022-10-07 13:51:24 -04:00
parent 646eb01834
commit 1662218bb4
22441 changed files with 1274376 additions and 0 deletions

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/*:://////////////////////////////////////////////
//:: Spell Name Bears Endurance
//:: Spell FileName PHS_S_BearsEnd
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Transmutation
Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw:Will negates (harmless)
Spell Resistance: Yes
The affected creature gains greater vitality and stamina. The spell grants
the subject a +4 enhancement bonus to Constitution, which adds the usual
benefits to hit points, Fortitude saves, Constitution checks, and so forth.
Hit points gained by a temporary increase in Constitution score are not
temporary hit points. They go away when the subjects Constitution drops
back to normal. They are not lost first as temporary hit points are.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
+4 to stat, doesn't stack with mass version.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell hook check.
if(!PHS_SpellHookCheck()) return;
// Declare major variables
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject();
int nCasterLevel = PHS_GetCasterLevel();
int nMetaMagic = PHS_GetMetaMagicFeat();
// Ability to use
int nAbility = ABILITY_CONSTITUTION;
// Duration - 1 minute/level
float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
// Make sure they are not immune to spells
if(PHS_TotalSpellImmunity(oTarget)) return;
// Check if oTarget has better effects already
if(PHS_GetHasAbilityBonusOfPower(oTarget, nAbility, 4) == 2) return;
// Delcare Effects
effect eAbility = EffectAbilityIncrease(nAbility, 4);
effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE);
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
effect eLink = EffectLinkEffects(eAbility, eCessate);
// Signal the spell cast at event
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_BEARS_ENDURANCE, FALSE);
// Remove these abilities effects
PHS_RemoveAnyAbilityBonuses(oTarget, nAbility);
// Apply effects and VFX to target
PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
}