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.
		
			
				
	
	
		
			63 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			63 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| //::///////////////////////////////////////////////
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| //:: True Strike
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| //:: x0_s0_truestrike.nss
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| //:: Copyright (c) 2002 Bioware Corp.
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| //:://////////////////////////////////////////////
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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:     See text
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| 
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| You gain temporary, intuitive insight into the
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| immediate future during your next attack. Your
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| next single attack roll (if it is made before the
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| end of the next round) gains a +20 insight bonus.
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| Additionally, you are not affected by the miss
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| chance that applies to attackers trying to strike
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| a concealed target.
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| 
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| Focus
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| A small wooden replica of an archery target.
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| 
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| CHANGE: Miss chance still applies, unlike rules.
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| */
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| //:://////////////////////////////////////////////
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| //:: Created By: Brent Knowles
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| //:: Created On: July 15, 2002
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| //:://////////////////////////////////////////////
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| //:: VFX Pass By:
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| //:: altered by mr_bumpkin Dec 4, 2003 for prc stuff
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| 
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| #include "prc_inc_spells"
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| 
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| void main()
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| {
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|     if (!X2PreSpellCastCode()) return;
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| 
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|     PRCSetSchool(SPELL_SCHOOL_DIVINATION);
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| 
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|     //Declare major variables
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|     object oCaster = OBJECT_SELF;
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|     int CasterLvl = PRCGetCasterLevel(oCaster);
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| 
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|     //Construct effects
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|     effect eAttack = EffectAttackIncrease(20);
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|     effect eDur    = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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|     effect eLink   = EffectLinkEffects(eAttack, eDur);
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|     effect eVis    = EffectVisualEffect(VFX_IMP_HEAD_ODD);
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| 
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|     //Fire spell cast at event for target
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|     SignalEvent(oCaster, EventSpellCastAt(oCaster, SPELL_TRUE_STRIKE, FALSE));
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| 
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|     //Apply VFX impact and bonus effects
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|     SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oCaster, 9.0, TRUE, SPELL_TRUE_STRIKE, CasterLvl, oCaster);
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|     SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oCaster);
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| 
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|     PRCSetSchool();
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| }
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| 
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