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.
		
			
				
	
	
		
			74 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			74 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*:://////////////////////////////////////////////
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| //:: Spell Name Eagle’s Splendor
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| //:: Spell FileName PHS_S_EaglesSpl
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| //:://////////////////////////////////////////////
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| //:: In Game Spell desctiption
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| //:://////////////////////////////////////////////
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|     Transmutation
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|     Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2
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|     Components: V, S, M/DF
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|     Casting Time: 1 standard action
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|     Range: Touch
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|     Target: Creature touched
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|     Duration: 1 min./level
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|     Saving Throw: Will negates (harmless)
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|     Spell Resistance: Yes
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| 
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|     The transmuted creature becomes more poised, articulate, and personally
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|     forceful. The spell grants a +4 enhancement bonus to Charisma, adding the
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|     usual benefits to Charisma-based skill checks and other uses of the
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|     Charisma modifier. Sorcerers and bards (and other spellcasters who rely
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|     on Charisma) affected by this spell do not gain any additional bonus
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|     spells for the increased Charisma, but the save DCs for spells they cast
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|     while under this spell’s effect do increase.
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| 
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|     Arcane Material Component: A few feathers or a pinch of droppings from an
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|     eagle.
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| //:://////////////////////////////////////////////
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| //:: Spell Effects Applied / Notes
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| //:://////////////////////////////////////////////
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|     +4 to stat, doesn't stack with mass version.
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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_EAGLES_SPLENDOR)) 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();
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|     int nCasterLevel = PHS_GetCasterLevel();
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|     int nMetaMagic = PHS_GetMetaMagicFeat();
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|     // Ability to use
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|     int nAbility = ABILITY_CHARISMA;
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| 
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|     // Duration - 1 minute/level
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|     float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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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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|     // Check if oTarget has better effects already
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|     if(PHS_GetHasAbilityBonusOfPower(oTarget, nAbility, 4) == 2) return;
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| 
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|     // Delcare Effects
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|     effect eAbility = EffectAbilityIncrease(nAbility, 4);
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|     effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE);
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|     effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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|     effect eLink = EffectLinkEffects(eAbility, eCessate);
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| 
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|     // Signal the spell cast at event
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|     PHS_SignalSpellCastAt(oTarget, PHS_SPELL_EAGLES_SPLENDOR, FALSE);
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| 
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|     // Remove these abilities effects
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|     PHS_RemoveAnyAbilityBonuses(oTarget, nAbility);
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| 
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|     // Apply effects and VFX to target
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|     PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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| }
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