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 Unerring Accuracy
//:: Spell FileName SMP_S_UnerringAc
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Divination
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
Source: Various (cthulhu)
For the duration of this spell, the caster gains a keen insight into all his
opponents' movements, gaining a +1 insight bonus to attack rolls per caster
level (max +20).
Material Component; a scroll with Magic Missile inscribed on it. Casting this
spell consumes the scroll.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
This is easy to impliment, but harder to test fully.
Might be balanced, an idea to balance is to change it to 1 per 2 caster
levels.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "SMP_INC_SPELLS"
void main()
{
// Spell Hook Check.
if(!SMP_SpellHookCheck(SMP_SPELL_UNERRING_ACCURACY)) return;
// Declare Major Variables
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject(); // Should be OBJECT_SELF
int nCasterLevel = SMP_GetCasterLevel();
// Limit attack bonus to 20
int nBonus = SMP_LimitInteger(nCasterLevel, 20);
// Duration - 1 round/level
float fDuration = SMP_GetDuration(SMP_ROUNDS, nCasterLevel, FALSE);
// Delcare effects
effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE);
effect eAttack = EffectAttackIncrease(nBonus);
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
// Link effects
effect eLink = EffectLinkEffects(eAttack, eCessate);
// Remove previous castings
SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_UNERRING_ACCURACY, oTarget);
// Signal spell cast at
SMP_SignalSpellCastAt(oTarget, SMP_SPELL_UNERRING_ACCURACY, FALSE);
// Apply effects
SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
}