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//::///////////////////////////////////////////////
//:: Bless Weapon
//:: X2_S0_BlssWeap
//:: Copyright (c) 2003 Bioware Corp.
//:://////////////////////////////////////////////
/*
If cast on a crossbow bolt, it adds the ability to
slay rakshasa's on hit
If cast on a melee weapon, it will add the
grants a +1 enhancement bonus.
grants a +2d6 damage divine to undead
will add a holy vfx when command becomes available
If cast on a creature it will pick the first
melee weapon without these effects
*/
//:://////////////////////////////////////////////
//:: Created By: Andrew Nobbs
//:: Created On: Nov 28, 2002
//:://////////////////////////////////////////////
//:: Updated by Rose Dec. 6, 2015
#include "nw_i0_spells"
#include "x2_i0_spells"
#include "x2_inc_spellhook"
void AddFlamingEffectToWeapon( object oTarget, float fDuration, int nCasterLvl)
{
IPSafeAddItemProperty(oTarget, ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_DIVINE, IP_CONST_DAMAGEBONUS_2d12), fDuration, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING);
}
void AddBlessEffectToWeapon(object oTarget, float fDuration)
{
// If the spell is cast again, any previous enhancement boni are kept
IPSafeAddItemProperty(oTarget, ItemPropertyEnhancementBonus(3), fDuration, X2_IP_ADDPROP_POLICY_KEEP_EXISTING,TRUE);
// Replace existing temporary anti undead boni
//IPSafeAddItemProperty(oTarget, ItemPropertyDamageBonusVsRace(IP_CONST_RACIALTYPE_UNDEAD, IP_CONST_DAMAGETYPE_DIVINE, IP_CONST_DAMAGEBONUS_1d4), fDuration,X2_IP_ADDPROP_POLICY_REPLACE_EXISTING );
IPSafeAddItemProperty(oTarget, ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_DIVINE, IP_CONST_DAMAGEBONUS_2d12), fDuration, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING);
IPSafeAddItemProperty(oTarget, ItemPropertyVisualEffect(ITEM_VISUAL_HOLY), fDuration,X2_IP_ADDPROP_POLICY_REPLACE_EXISTING,FALSE,TRUE );
return;
}
void main()
{
/*
Spellcast Hook Code
Added 2003-07-07 by Georg Zoeller
If you want to make changes to all spells,
check x2_inc_spellhook.nss to find out more
*/
if (!X2PreSpellCastCode())
{
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
//Declare major variables
effect eVis = EffectVisualEffect(VFX_IMP_SUPER_HEROISM);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
object oTarget = GetSpellTargetObject();
int nDuration = 2 * GetCasterLevel(OBJECT_SELF);
int nCasterLvl = GetCasterLevel(OBJECT_SELF);
int nMetaMagic = GetMetaMagicFeat();
if (nMetaMagic == METAMAGIC_EXTEND)
{
nDuration = nDuration * 2; //Duration is +100%
}
// ---------------- TARGETED ON BOLT -------------------
if(GetIsObjectValid(oTarget) && GetObjectType(oTarget) == OBJECT_TYPE_ITEM)
{
// special handling for blessing crossbow bolts that can slay rakshasa's
if (GetBaseItemType(oTarget) == BASE_ITEM_BOLT)
{
SignalEvent(GetItemPossessor(oTarget), EventSpellCastAt(OBJECT_SELF, GetSpellId(), FALSE));
IPSafeAddItemProperty(oTarget, ItemPropertyOnHitCastSpell(123,1), RoundsToSeconds(nDuration), X2_IP_ADDPROP_POLICY_KEEP_EXISTING );
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, GetItemPossessor(oTarget));
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, GetItemPossessor(oTarget), RoundsToSeconds(nDuration));
return;
}
}
oTarget = GetSpellTargetObject();
if(GetIsObjectValid(oTarget) && GetObjectType(oTarget) == OBJECT_TYPE_CREATURE)
{
// Alter the right hand weapon equipped by the creature.
object oWeapon1 = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oTarget);
if(GetIsObjectValid(oWeapon1))
{
// If the PC has a melee weapon equipped.
if ( IPGetIsMeleeWeapon(oWeapon1))
{
SignalEvent(oWeapon1, EventSpellCastAt(OBJECT_SELF, GetSpellId(), FALSE));
if (nDuration>0)
{
// haaaack: store caster level on item for the on hit spell to work properly
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, GetItemPossessor(oWeapon1));
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, GetItemPossessor(oWeapon1), TurnsToSeconds(nDuration));
AddFlamingEffectToWeapon(oWeapon1, TurnsToSeconds(nDuration),nCasterLvl);
}
}
else
{
FloatingTextStrRefOnCreature(83615, OBJECT_SELF);
}
}
// Alter the left hand weapon equipped by the creature.
object oWeapon2 = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oTarget);
if(GetIsObjectValid(oWeapon2))
{
// If the PC has a melee weapon equipped.
if ( IPGetIsMeleeWeapon(oWeapon2))
{
SignalEvent(oWeapon2, EventSpellCastAt(OBJECT_SELF, GetSpellId(), FALSE));
if (nDuration>0)
{
// haaaack: store caster level on item for the on hit spell to work properly
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, GetItemPossessor(oWeapon2));
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, GetItemPossessor(oWeapon2), TurnsToSeconds(nDuration));
AddFlamingEffectToWeapon(oWeapon2, TurnsToSeconds(nDuration),nCasterLvl);
}
}
else
{
FloatingTextStrRefOnCreature(83615, OBJECT_SELF);
}
}
// Alter the right claw equipped by the creature.
object oWeapon3 = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oTarget);
if(GetIsObjectValid(oWeapon3))
{
SignalEvent(oWeapon3, EventSpellCastAt(OBJECT_SELF, GetSpellId(), FALSE));
if (nDuration>0)
{
// haaaack: store caster level on item for the on hit spell to work properly
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, GetItemPossessor(oWeapon3));
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, GetItemPossessor(oWeapon3), TurnsToSeconds(nDuration));
AddFlamingEffectToWeapon(oWeapon3, TurnsToSeconds(nDuration),nCasterLvl);
}
}
// Alter the left claw equipped by the creature.
object oWeapon4 = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oTarget);
if(GetIsObjectValid(oWeapon4))
{
SignalEvent(oWeapon4, EventSpellCastAt(OBJECT_SELF, GetSpellId(), FALSE));
if (nDuration>0)
{
// haaaack: store caster level on item for the on hit spell to work properly
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, GetItemPossessor(oWeapon4));
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, GetItemPossessor(oWeapon4), TurnsToSeconds(nDuration));
AddFlamingEffectToWeapon(oWeapon4, TurnsToSeconds(nDuration),nCasterLvl);
}
}
// Alter the bite equipped by the creature.
object oWeapon5 = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oTarget);
if(GetIsObjectValid(oWeapon5))
{
SignalEvent(oWeapon5, EventSpellCastAt(OBJECT_SELF, GetSpellId(), FALSE));
if (nDuration>0)
{
// haaaack: store caster level on item for the on hit spell to work properly
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, GetItemPossessor(oWeapon5));
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, GetItemPossessor(oWeapon5), TurnsToSeconds(nDuration));
AddFlamingEffectToWeapon(oWeapon5, TurnsToSeconds(nDuration),nCasterLvl);
}
}
}
else
{
SendMessageToPC(OBJECT_SELF, "You must target a creature!");
return;
}
}