Updated Release Archive

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.
This commit is contained in:
Jaysyn904
2023-08-22 10:00:21 -04:00
parent 3acda03f30
commit 5914ed2ab5
22853 changed files with 57524 additions and 47307 deletions

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//::///////////////////////////////////////////////
//:: Name Cold Comfort
//:: FileName inv_coldcomfort.nss
//::///////////////////////////////////////////////
/*
Lesser Invocation
2nd Level Spell
You radiate an unnatural aura that protects you and
those around you to some small extent from the
ravages of the elements. This invocation acts like
the Endure Elements spell, and lasts for 24 hours
or until the caster takes more than 20 points of
elemental damage.
*/
//::///////////////////////////////////////////////
#include "inv_inc_invfunc"
#include "inv_invokehook"
void main()
{
if(!PreInvocationCastCode()) return;
//Declare major variables
object oCaster = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int CasterLvl = GetInvokerLevel(oCaster, GetInvokingClass());
effect eAOE = EffectAreaOfEffect(INVOKE_AOE_COLD_COMFORT);
int nAmount = 20;
int nResistance = 10;
effect eCold = EffectDamageResistance(DAMAGE_TYPE_COLD, nResistance, nAmount);
effect eFire = EffectDamageResistance(DAMAGE_TYPE_FIRE, nResistance, nAmount);
effect eAcid = EffectDamageResistance(DAMAGE_TYPE_ACID, nResistance, nAmount);
effect eSonic = EffectDamageResistance(DAMAGE_TYPE_SONIC, nResistance, nAmount);
effect eElec = EffectDamageResistance(DAMAGE_TYPE_ELECTRICAL, nResistance, nAmount);
effect eDur = EffectVisualEffect(VFX_DUR_PROTECTION_ELEMENTS);
effect eVis = EffectVisualEffect(VFX_IMP_ELEMENTAL_PROTECTION);
effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oCaster, INVOKE_COLD_COMFORT, FALSE));
//Link Effects
effect eLink = EffectLinkEffects(eCold, eFire);
eLink = EffectLinkEffects(eLink, eAcid);
eLink = EffectLinkEffects(eLink, eSonic);
eLink = EffectLinkEffects(eLink, eElec);
eLink = EffectLinkEffects(eLink, eDur);
eLink = EffectLinkEffects(eLink, eDur2);
eLink = EffectLinkEffects(eLink, eAOE);
//Apply VFX impact and effects
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, HoursToSeconds(24),TRUE,-1,CasterLvl);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}