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 Calm Emotions
//:: FileName sp_calm_emotions.nss
//:://////////////////////////////////////////////2
/** @file Calm Emotions
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Law 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures in a 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell calms agitated creatures. You have no
control over the affected creatures, but calm emotions
can stop raging creatures from fighting or joyous ones
from reveling. Creatures so affected cannot take
violent actions (although they can defend themselves)
or do anything destructive.
**/
//////////////////////////////////////////////////////
// Author: Tenjac
// Date: 8.10.06
//////////////////////////////////////////////////////
void DoConcLoop(object oPC, float fDur, int nCounter);
#include "prc_alterations"
#include "prc_inc_spells"
#include "prc_add_spell_dc"
void main()
{
if(!X2PreSpellCastCode()) return;
PRCSetSchool(SPELL_SCHOOL_ENCHANTMENT);
effect eAoE = EffectAreaOfEffect(AOE_PER_CALM_EMOTIONS);
int nCasterLvl = PRCGetCasterLevel();
float fDur = RoundsToSeconds(nCasterLvl);
int nMetaMagic = PRCGetMetaMagicFeat();
if(nMetaMagic & METAMAGIC_EXTEND)
{
fDur += fDur;
}
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAoE, OBJECT_SELF, fDur);
object oAoE = GetAreaOfEffectObject(GetLocation(OBJECT_SELF), "AOE_PER_CALM_EMOTIONS");
SetAllAoEInts(SPELL_CALM_EMOTIONS, oAoE, PRCGetSpellSaveDC(SPELL_CALM_EMOTIONS, SPELL_SCHOOL_ENCHANTMENT), 0, nCasterLvl);
//Get the number of rounds
int nCounter = (FloatToInt(fDur) / 6);
//Start conc monitor
DelayCommand(6.0f, DoConcLoop(OBJECT_SELF, fDur, nCounter));
PRCSetSchool();
}
void DoConcLoop(object oPC, float fDur, int nCounter)
{
if((nCounter == 0) || GetBreakConcentrationCheck(oPC) > 0)
{
PRCRemoveSpellEffects(SPELL_CALM_EMOTIONS, oPC, oPC);
}
else
{
nCounter--;
DelayCommand(6.0f, DoConcLoop(oPC, fDur, nCounter));
}
}