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.
103 lines
3.5 KiB
Plaintext
103 lines
3.5 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Moment of Prescience
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//:: Spell FileName PHS_S_MomentOfPr
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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: Luck 8, Sor/Wiz 8
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Components: V, S
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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 hour/level or until discharged
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This spell grants you a powerful sixth sense in relation to yourself. In NwN,
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you may choose to add a 25 bonus to the next hostile spell save against an
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enemy (Only one save), or add it to one saving throw you yourself make against
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another caster. Alternativly, you can apply it for a 6 second bonus to your AC
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(Applied in Natural Armor, even when flatfooted). Once used, the spell ends.
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You can’t have more than one moment of prescience active on you at the same
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time.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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This applies a visual, well, doesn't actually apply a good one until it
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comes into effect.
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Applies a cessate one here - which notably doesn't stack.
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It is checked for in the spell save DC files - PHS_INC_SAVES, which does
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all the save work.
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It can of course apply 25AC (Which is kinda a waste), but the choice is thiers
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and this uses the menu - no sub dial (for easy GetHasSpellEffect() things).
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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_MOMENT_OF_PRESCIENCE)) 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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// Duration 1 hour a level
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float fDuration = PHS_GetDuration(PHS_HOURS, nCasterLevel, nMetaMagic);
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// For AC increases, it is 12 seconds
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float fAC = RoundsToSeconds(2);
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// Declare effects
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eVis = EffectVisualEffect(PHS_VFX_IMP_MOMENT_OF_PRESCIENCE_APPLY);
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effect eUse = EffectVisualEffect(PHS_VFX_IMP_MOMENT_OF_PRESCIENCE_USE);
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effect eAC = EffectACIncrease(25, AC_NATURAL_BONUS);
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effect eACLink = EffectLinkEffects(eCessate, eAC);
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// Can only have one on at a time
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if(GetHasSpellEffect(PHS_SPELL_MOMENT_OF_PRESCIENCE, oTarget))
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{
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// Send message
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FloatingTextStringOnCreature("You may only have one Moment of Prescience on you at once", oTarget, FALSE);
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return;
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}
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// Get what to apply
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int nApply = PHS_GetLocalSpellSetting(oCaster, PHS_SPELL_MOMENT_OF_PRESCIENCE);
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// Signal event spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_MOMENT_OF_PRESCIENCE, FALSE);
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// Check nApply
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float fApplyDuration;
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effect eApply;
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if(nApply == 2 || nApply == 1)
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{
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// +25 VS spells
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// OR
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// +25 For next spell save DC
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eApply = eCessate;
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fApplyDuration = fDuration;
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}
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else
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{
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// +25 AC for 2 rounds.
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eApply = eACLink;
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fApplyDuration = fAC;
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}
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// Apply effects
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PHS_ApplyDurationAndVFX(oTarget, eVis, eApply, fApplyDuration);
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}
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