PRC8_fork/trunk/smp/phs_s_stonetell.nss
Jaysyn904 1662218bb4 Initial upload.
Adding base PRC 4.19a files to repository.
2022-10-07 13:51:24 -04:00

65 lines
2.1 KiB
Plaintext
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*:://////////////////////////////////////////////
//:: Spell Name Stone Tell
//:: Spell FileName PHS_S_StoneTell
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Divination
Level: Drd 6
Components: V, S, DF
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 min./level
You gain the ability to speak with stones, which relate to you who or what
has touched them as well as revealing what is covered or concealed behind
or under them. The stones relate complete descriptions if asked. A stones
perspective, perception, and knowledge may prevent the stone from providing
the details you are looking for.
You can speak with natural or worked stone. Note that not all stone, and
maybe even none, may respond.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
See Speak with Animals.
Similar concept, but of course, placables (usable ones) might be affected
instead.
Also see: Speak with Plants.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell Hook Check.
if(!PHS_SpellHookCheck(PHS_SPELL_STONE_TELL)) return;
// Declare Major Variables
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF
int nMetaMagic = PHS_GetMetaMagicFeat();
int nCasterLevel = PHS_GetCasterLevel();
// 1 Min/level
float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
// Delcare effects
effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
// Remove previous castings
PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_STONE_TELL, oTarget);
// Signal spell cast at
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_STONE_TELL, FALSE);
// Apply effects
PHS_ApplyDurationAndVFX(oTarget, eVis, eCessate, fDuration);
}