/*::////////////////////////////////////////////// //:: Spell Name Contingency //:: Spell FileName PHS_S_Contingenc //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Evocation Level: Sor/Wiz 6 Components: V, S, M, F Casting Time: At least 10 minutes; see text Range: Personal Target: You Duration: One day/level (D) or until discharged You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead. --- Longer description //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// Contingency placeholder. Um, not sure... Ok, some ideas: xxxxxxxxxxxxxxxxxxxxxxxxxx SCRAPPED FOR NOW 1. To get any spell to be cast correctly, at the right level, we can use a placeholder "spell", or ability, called something like "Contingency Release" (which as a nice side effect, can be made to say "Contingency Released" not "Contingency Casts Contingency Release"). 2. This has a 40M range, can target anything (just in case), and has a special script to fire. 3. The contingency (using, for example, a 6 second heartbeat) will check the conditions of the spell all the time, and will move to the caster if the conditions are not met, else, it will cast the "Continceny Release" 4. xxxxxxxxxxxxxxxxxxxxxxxxxx Different idea (from my AI): 1. Create the contingency monster. Has High AI, follows the caster (with plot status, invsible, ETC). 2. This monster will have all wizard spells. It will have them dispite its level (the lowest level for contingency) and will level up in sorceror to be the same level as the PC. 3. Adds the feats (Save DC bonuses, Spell Penetrations) to its own hide. 4. Using fast-casting, it will cast the spells, when required, at the correct targets. As it should always be on the PC's location, this will mean it will always be in range ETC. 5. Then destroys itself. Quite elegant, really, and full-proof (given how ResistSpell works, and so on). Of course, we could have oCaster made as the actual caster of this, but thats quite complciated, and no need! //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { }