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.
		
			
				
	
	
		
			65 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			65 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*:://////////////////////////////////////////////
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| //:: Spell Name True Dodge
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| //:: Spell FileName XXX_S_TrueDodge
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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, F
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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: 6 seconds
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|     Saving Throw: None
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|     Spell Resistance: Yes (harmless)
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|     Source: Various (Israfel666)
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| 
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|     You gain temporary, intuitive insight into the immediate future during the
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|     next round. You gain a +20 dodge bonus to AC against the next 6 second's
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|     attack roll made against you.
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| 
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|     Focus: A small wooden replica of a bend archery target.
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| //:://////////////////////////////////////////////
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| //:: Spell Effects Applied / Notes
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| //:://////////////////////////////////////////////
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|     As it says. Similar to True Strike, and of course is easily converted.
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| 
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|     Still, credit is due, its a nice spell for level 1 (so, cast it, get a
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|     round of free AC for casting a better spell or something).
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| //:://////////////////////////////////////////////
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| //:: Created By: Jasperre
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| //::////////////////////////////////////////////*/
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| 
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| #include "SMP_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(!SMP_SpellHookCheck(SMP_SPELL_TRUE_DODGE)) 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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| 
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|     // 1 round.
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|     float fDuration = RoundsToSeconds(1);
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| 
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|     // Delcare effects
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|     effect eVis = EffectVisualEffect(VFX_IMP_AC_BONUS);
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|     effect eAC = EffectACIncrease(20, AC_DODGE_BONUS);
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|     effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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| 
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|     // Link effects
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|     effect eLink = EffectLinkEffects(eAC, eCessate);
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| 
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|     // Remove previous castings
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|     SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_TRUE_DODGE, oTarget);
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| 
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|     // Signal spell cast at
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|     SMP_SignalSpellCastAt(oTarget, SMP_SPELL_TRUE_DODGE, FALSE);
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| 
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|     // Apply effects
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|     SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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| }
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