Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
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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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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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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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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#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_TRUE_DODGE)) return;
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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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// 1 round.
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float fDuration = RoundsToSeconds(1);
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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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// Link effects
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effect eLink = EffectLinkEffects(eAC, eCessate);
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// Remove previous castings
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SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_TRUE_DODGE, oTarget);
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// Signal spell cast at
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_TRUE_DODGE, FALSE);
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// Apply effects
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SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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