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 Flesh Armor
//:: FileName sp_flesh_armor.nss
//:://////////////////////////////////////////////
/**@file Flesh Armor
Abjuration [Evil]
Level: Asn 4
Components: V, S, M, F
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 10 minutes/level or until discharged
Prior to casting flesh armor, the caster flays the
skin from a creature of his size and lays it upon
his own flesh, wearing it like clothing or armor.
Once the caster casts flesh armor, his skin develops
resistance to blows, cuts, stabs, and slashes. The
caster gains damage reduction 10/+1. Once the spell
has prevented a total of 5 points of damage per
caster level (maximum 50 points), it is discharged,
and the skin slowly rots, shedding in patches like
the skin of a molting snake.
Material Component: A bit of flesh torn from
the caster's body during the casting (dealing 1 point
of damage).
Focus: The entire freshly harvested skin of another
creature of the caster's size.
Author: Tenjac
Created: 05/05/06
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
#include "prc_inc_spells"
void main()
{
object oPC = OBJECT_SELF;
int nCasterLvl = PRCGetCasterLevel(oPC);
float fDur= (600.0f * nCasterLvl);
int nMetaMagic = PRCGetMetaMagicFeat();
int nAmount = min(50, (5 * nCasterLvl));
effect eDR = EffectDamageReduction(10, DAMAGE_POWER_PLUS_ONE, nAmount);
//placeholder VFX
effect eVis = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
//Spellhook
if(!X2PreSpellCastCode()) return;
PRCSetSchool(SPELL_SCHOOL_ABJURATION);
//Meta Magic
if(nMetaMagic & METAMAGIC_EXTEND)
{
fDur = (fDur * 2);
}
//Link and Apply
effect eLink = EffectLinkEffects(eDR, eVis);
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oPC, fDur);
//SPEvilShift(oPC);
PRCSetSchool();
}