Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
121 lines
4.4 KiB
Plaintext
121 lines
4.4 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Foresight
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//:: Spell FileName PHS_S_Foresight
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Divination
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Level: Drd 9, Knowledge 9, Sor/Wiz 9
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Components: V, S, M/DF
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Casting Time: 1 standard action
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Range: Personal
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Target: See text
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Duration: 10 min./level
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Saving Throw: None or Will negates (harmless)
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Spell Resistance: No or Yes (harmless)
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This spell grants you a powerful sixth sense in relation to yourself. Once
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foresight is cast, you receive instantaneous warnings of impending danger or
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harm to the yourself.
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You recieve +4 inititive (Unless you already have improved inititive) and
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become immune to knockdown, and gain the Uncanny Dodge feat, if you do not
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already know it, so you are never caught flat footed.
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In addition, the spell gives you a general idea of what action you might
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take to best protect yourself and gives you a +2 dodge bonus to AC and
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Reflex saves.
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Arcane Material Component: A hummingbird’s feather.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Different from 3E. Casts only on self is much easier :-)
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It'd not grant as many bonuses to an ally anyway.
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Immunity to knockdown, +4 intitive VIA Improved Inititive, Uncanny dodge
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to retain thier dex bonus to thier AC. Add these feats onto the creature
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hide. +2 AC and +2 reflex saves too.
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Type of Feat: Class
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Prerequisite: Barbarian level 2, rogue level 3, shadowdancer level 2 or
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assassin level 2.
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Specifics: The character retains his Dex bonus to AC, even if caught
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flat-footed or attacked by a hidden or invisible creature.
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Use: Automatic.
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TO DO:
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- Add correct feats to somewhere
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The "somewhere" where the feats go is thier current armor. If unequipped,
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the effects are lost.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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// These hold the all important weapon functions. Will seperate later and modify.
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#include "prc_x2_itemprop"
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void main()
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{
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// Spell Hook check
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if(!PHS_SpellHookCheck(PHS_SPELL_FORESIGHT)) 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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object oArmor = GetItemInSlot(INVENTORY_SLOT_CHEST, oTarget);
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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// Make sure they are not immune to spells
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if(PHS_TotalSpellImmunity(oTarget)) return;
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// If oArmor is not valid, we will at least use the creature hide
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if(!GetIsObjectValid(oArmor))
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{
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// If this also is invalid, no feats are put on items.
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oArmor = GetItemInSlot(INVENTORY_SLOT_CARMOUR, oTarget);
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}
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// Duration is 10 turns/level
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel * 10, nMetaMagic);
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// Declare effects
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effect eDur = EffectVisualEffect(VFX_DUR_MAGICAL_SIGHT);
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effect eAC = EffectACIncrease(2, AC_DODGE_BONUS);
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effect eSave = EffectSavingThrowIncrease(SAVING_THROW_REFLEX, 2);
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effect eImmune = EffectImmunity(IMMUNITY_TYPE_KNOCKDOWN);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Item properties. Need to update sometime to real ones.
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itemproperty IP_UncannyDodge = ItemPropertyBonusFeat(IP_CONST_FEAT_DODGE);
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itemproperty IP_ImprovedInitiative = ItemPropertyBonusFeat(IP_CONST_FEAT_DODGE);
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// Link effects
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effect eLink = EffectLinkEffects(eDur, eAC);
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eLink = EffectLinkEffects(eLink, eSave);
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eLink = EffectLinkEffects(eLink, eImmune);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Signal spell cast at event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_FORESIGHT, FALSE);
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// Remove previous castings
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_FORESIGHT, oTarget);
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// Apply new effects
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PHS_ApplyDuration(oTarget, eLink, fDuration);
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if(GetIsObjectValid(oArmor))
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{
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IPSafeAddItemProperty(oArmor, IP_UncannyDodge, fDuration, X2_IP_ADDPROP_POLICY_KEEP_EXISTING);
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IPSafeAddItemProperty(oArmor, IP_ImprovedInitiative, fDuration, X2_IP_ADDPROP_POLICY_KEEP_EXISTING);
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}
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}
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