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.
		
			
				
	
	
		
			59 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			59 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Wizard Sight
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//:: Spell FileName XXX_S_WizardSigh
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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 1
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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 min/level
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    Saving Throw: None
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    Spell Resistance: Yes (harmless)
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    Source: Various (VolkorTheRed)
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    Your eyes glow blue and better detect the Magical Arts flowing around you.
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    While the spell is in effect, you gain a +10 on all Spellcraft checks.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    +10 to spellcraft checks, for one minute/level.
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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_WIZARD_SIGHT)) return;
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    // Declare major variables
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    object oTarget = GetSpellTargetObject(); // Should be object self.
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    int nCasterLevel = SMP_GetCasterLevel();
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    int nMetaMagic = SMP_GetMetaMagicFeat();
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    // Duration in turns, 1 minute/level
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    float fDuration = SMP_GetDuration(SMP_MINUTES, nCasterLevel, nMetaMagic);
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    // Declare effects
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    effect eSkill = EffectSkillIncrease(SKILL_SPELLCRAFT, 10);
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    effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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    effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE);
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    // Link
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    effect eLink = EffectLinkEffects(eSkill, eCessate);
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    // Signal event spell cast at
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    SMP_SignalSpellCastAt(oTarget, SMP_SPELL_WIZARD_SIGHT, FALSE);
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    // Remove previous castings
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    SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_WIZARD_SIGHT, oTarget);
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    // Apply effects
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    SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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