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.
71 lines
2.2 KiB
Plaintext
71 lines
2.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Divine Favor
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//:: x0_s0_divfav.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Evocation
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Level: Clr 1, Pal 1
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Components: V, S, DF
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Casting Time: 1 standard action
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Range: Personal
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Target: You
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Duration: 1 minute
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Calling upon the strength and wisdom of a deity,
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you gain a +1 luck bonus on attack and weapon
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damage rolls for every three caster levels you
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have (at least +1, maximum +5). The bonus doesn’t
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apply to spell damage.
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NOTE: Official rules say +6, we can only go to +5
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Duration: 1 turn
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent Knowles
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//:: Created On: July 15, 2002
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//:://////////////////////////////////////////////
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//:: VFX Pass By:
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//:: altered by mr_bumpkin Dec 4, 2003 for prc stuff
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//:: Updated by Strat to fix bug
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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_EVOCATION);
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//Declare major variables
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object oCaster = OBJECT_SELF;
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int CasterLvl = PRCGetCasterLevel(oCaster);
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int nMetaMagic = PRCGetMetaMagicFeat();
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float fDuration = TurnsToSeconds(1); // * Duration 1 turn
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if(nMetaMagic & METAMAGIC_EXTEND)
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fDuration *= 2;
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int nScale = min(5, max(1, CasterLvl / 3));
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY);
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// * determine the damage bonus to apply
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effect eAttack = EffectAttackIncrease(nScale);
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effect eDamage = EffectDamageIncrease(nScale, DAMAGE_TYPE_MAGICAL);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eAttack, eDamage);
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eLink = EffectLinkEffects(eLink, eDur);
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//Apply Impact
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_HOLY_30);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, PRCGetSpellTargetLocation());
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//Fire spell cast at event for target
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SignalEvent(oCaster, EventSpellCastAt(oCaster, SPELL_DIVINE_FAVOR, FALSE));
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//Apply VFX impact and bonus effects
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oCaster);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oCaster, fDuration, TRUE, SPELL_DIVINE_FAVOR, CasterLvl);
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PRCSetSchool();
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}
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