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.
75 lines
2.6 KiB
Plaintext
75 lines
2.6 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Divine Favor
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//:: Spell FileName PHS_S_DivineFavo
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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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, you gain a +1 bonus on
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attack and weapon damage rolls for every three caster levels you have (at
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least +1, maximum +3). The bonus doesn’t apply to spell damage.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As the spell says.
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Errata - Changes this to a maximum of +3 - whew!
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It is only the caster, only for a minute, although it does penetrate DR (urg).
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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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void main()
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{
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// Spell hook check.
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if(!PHS_SpellHookCheck(PHS_SPELL_DIVINE_FAVOR)) 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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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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// Total bonuses to add 1 per 3 levels, max 3
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int nBonus = PHS_LimitInteger(nCasterLevel/3, 3);
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// Determine duration in minutes
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float fDuration = PHS_GetDuration(PHS_MINUTES, 1, nMetaMagic);
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// Declare effefcts and link
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_HOLY_10);
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY);
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effect eDur = EffectVisualEffect(VFX_DUR_PROTECTION_EVIL_MINOR);
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effect eAttack = EffectAttackIncrease(nBonus);
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effect eDamage = EffectDamageIncrease(nBonus, DAMAGE_TYPE_DIVINE);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eDur, eAttack);
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eLink = EffectLinkEffects(eLink, eDamage);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Remove pervious castings of it
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_DIVINE_FAVOR, oTarget);
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//Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_DIVINE_FAVOR, FALSE);
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// Apply VNF and effect.
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PHS_ApplyLocationVFX(GetLocation(oTarget), eImpact);
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PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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