PRC8/nwn/nwnprc/trunk/smp/phs_s_stonetell.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
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.
2024-02-11 14:01:05 -05:00

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/*:://////////////////////////////////////////////
//:: Spell Name Stone Tell
//:: Spell FileName PHS_S_StoneTell
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Divination
Level: Drd 6
Components: V, S, DF
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 min./level
You gain the ability to speak with stones, which relate to you who or what
has touched them as well as revealing what is covered or concealed behind
or under them. The stones relate complete descriptions if asked. A stones
perspective, perception, and knowledge may prevent the stone from providing
the details you are looking for.
You can speak with natural or worked stone. Note that not all stone, and
maybe even none, may respond.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
See Speak with Animals.
Similar concept, but of course, placables (usable ones) might be affected
instead.
Also see: Speak with Plants.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell Hook Check.
if(!PHS_SpellHookCheck(PHS_SPELL_STONE_TELL)) return;
// Declare Major Variables
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF
int nMetaMagic = PHS_GetMetaMagicFeat();
int nCasterLevel = PHS_GetCasterLevel();
// 1 Min/level
float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
// Delcare effects
effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
// Remove previous castings
PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_STONE_TELL, oTarget);
// Signal spell cast at
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_STONE_TELL, FALSE);
// Apply effects
PHS_ApplyDurationAndVFX(oTarget, eVis, eCessate, fDuration);
}