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

View File

@@ -0,0 +1,87 @@
//::///////////////////////////////////////////////
//:: Name Energy Resistance
//:: FileName inv_dra_enrgyres.nss
//::///////////////////////////////////////////////
/*
Lesser Invocation
3rd Level Spell
You gain resistance 10 to acid, cold, electricity,
fire or energy, chosen when you cast the invocation.
If you cast this invocation again before the
duration ends, the new effect and duration replace
the old. This invocation lasts for 24 hours.
*/
//::///////////////////////////////////////////////
#include "inv_inc_invfunc"
#include "inv_invokehook"
void main()
{
if(!PreInvocationCastCode()) return;
object oCaster = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nCasterLevel = GetInvokerLevel(oCaster, GetInvokingClass());
int nSpellID = PRCGetSpellId();
int nDamageType, nVfx;
float fDuration = HoursToSeconds(24);
switch(nSpellID)
{
case INVOKE_ENERGY_RESISTANCE_ACID:
{
nDamageType = DAMAGE_TYPE_ACID;
nVfx = VFX_IMP_ACID_L;
break;
}
case INVOKE_ENERGY_RESISTANCE_COLD:
{
nDamageType = DAMAGE_TYPE_COLD;
nVfx = VFX_IMP_FROST_L;
break;
}
case INVOKE_ENERGY_RESISTANCE_ELEC:
{
nDamageType = DAMAGE_TYPE_ELECTRICAL;
nVfx = VFX_IMP_LIGHTNING_M;
break;
}
case INVOKE_ENERGY_RESISTANCE_FIRE:
{
nDamageType = DAMAGE_TYPE_FIRE;
nVfx = VFX_IMP_FLAME_M;
break;
}
case INVOKE_ENERGY_RESISTANCE_SONIC:
{
nDamageType = DAMAGE_TYPE_SONIC;
nVfx = VFX_IMP_SONIC;
break;
}
}
effect eList = EffectDamageResistance(nDamageType, 10);
eList = EffectLinkEffects(eList, EffectVisualEffect(VFX_DUR_PROTECTION_ELEMENTS));
eList = EffectLinkEffects(eList, EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE));
PRCSignalSpellEvent(oTarget, FALSE, INVOKE_ENERGY_RESISTANCE);
// Spell does not stack with itself, even if it is different immunity types
if(GetHasSpellEffect(INVOKE_ENERGY_RESISTANCE_ACID, oTarget))
PRCRemoveSpellEffects(INVOKE_ENERGY_RESISTANCE_ACID, oCaster, oTarget);
if(GetHasSpellEffect(INVOKE_ENERGY_RESISTANCE_COLD, oTarget))
PRCRemoveSpellEffects(INVOKE_ENERGY_RESISTANCE_COLD, oCaster, oTarget);
if(GetHasSpellEffect(INVOKE_ENERGY_RESISTANCE_ELEC, oTarget))
PRCRemoveSpellEffects(INVOKE_ENERGY_RESISTANCE_ELEC, oCaster, oTarget);
if(GetHasSpellEffect(INVOKE_ENERGY_RESISTANCE_FIRE, oTarget))
PRCRemoveSpellEffects(INVOKE_ENERGY_RESISTANCE_FIRE, oCaster, oTarget);
if(GetHasSpellEffect(INVOKE_ENERGY_RESISTANCE_SONIC, oTarget))
PRCRemoveSpellEffects(INVOKE_ENERGY_RESISTANCE_SONIC, oCaster, oTarget);
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eList, oTarget, fDuration, TRUE, -1, nCasterLevel);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(nVfx), oTarget);
}