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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/*
----------------
Immortal Fortitude, On Hit
tob_dvsp_imfrtoh
----------------
29/09/07 by Stratovarius
*/ /** @file
Immortal Fortitude
Devoted Spirit (Stance)
Level: Crusader 8
Prerequisite: Three Devoted Spirit maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
Despite the horrific wounds you suffer, the flash of searing spells and the crash of a foe's
mighty attacks, you stand resolute on the field. So long as the potential for victory exists
you fight on.
While you remain in this stance, you cannot be killed through loss of hitpoints. Other effects,
such as death spells, may still kill you. If you take damage that would reduce you below 0 hit points,
you must make a Fortitude save or die. If you succeed, you have 1 hit point remaining. After enduring
three saves, the stance ends.
*/
#include "tob_inc_tobfunc"
#include "tob_movehook"
////#include "prc_alterations"
void main()
{
object oInitiator = OBJECT_SELF;
int nDam = GetTotalDamageDealt();
// DC of saving through is negative hitpoint value
int nDC = GetCurrentHitPoints(oInitiator) - nDam;
// Saving Throw
if (!PRCMySavingThrow(SAVING_THROW_FORT, oInitiator, nDC))
{
// Now you die
SetImmortal(oInitiator, FALSE);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(TRUE), oInitiator);
}
else // 3 saves and you're out
{
int nCount = GetLocalInt(oInitiator, "DSImmortalFortSave");
nCount += 1;
// Just in case it goes over for some reason
if (nCount >= 3)
{
// Reset the count
DeleteLocalInt(oInitiator, "DSImmortalFortSave");
// Remove the stance
PRCRemoveEffectsFromSpell(oInitiator, MOVE_DS_IMMORTAL_FORTITUDE);
// Got to remove this as well
SetImmortal(oInitiator, FALSE);
FloatingTextStringOnCreature("You have saved for Immortal Fortitude 3 times, ending stance", oInitiator, FALSE);
}
else // Increment
{
SetLocalInt(oInitiator, "DSImmortalFortSave", nCount);
FloatingTextStringOnCreature("You have saved for Immortal Fortitude " + IntToString(nCount) + " times", oInitiator, FALSE);
}
}
}