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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| 
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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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| 
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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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| 
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|     Applies a cessate one here - which notably doesn't stack.
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| 
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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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| 
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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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| 
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| #include "PHS_INC_SPELLS"
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     // Apply effects
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|     PHS_ApplyDurationAndVFX(oTarget, eVis, eApply, fApplyDuration);
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| }
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