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