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 Lesser Shivering Touch
//:: FileName sp_less_shivtch.nss
//:://////////////////////////////////////////////
/**@file Lesser Shivering Touch
Necromancy [cold]
Level: Cleric 1, Sorceror/Wizard 1
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
On a succesful melee attack, you instantly suck the
heat from the target's body, rendering it numb. The
target takes 1d6 points of Dexterity damage.
Creatures with the cold subtype are immune to the
effects of Shivering Touch.
Author: Tenjac
Created: 5/14/06
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
#include "prc_inc_sp_tch"
void main()
{
PRCSetSchool(SPELL_SCHOOL_NECROMANCY);
// Run the spellhook.
if (!X2PreSpellCastCode()) return;
object oPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nCasterLvl = PRCGetCasterLevel(oPC);
float fDuration = RoundsToSeconds(nCasterLvl);
int nDam = d6(1);
int nTouch = PRCDoMeleeTouchAttack(oTarget);
int nMetaMagic = PRCGetMetaMagicFeat();
if (nMetaMagic & METAMAGIC_EXTEND)
{
fDuration += fDuration;
}
if (nMetaMagic & METAMAGIC_MAXIMIZE)
{
nDam = 6;
}
if (nMetaMagic & METAMAGIC_EMPOWER)
{
nDam += (nDam/2);
}
PRCSignalSpellEvent(oTarget, TRUE, SPELL_LESSER_SHIVERING_TOUCH, oPC);
if(nTouch > 0)
{
//Check Spell Resistance
if (!PRCDoResistSpell(oPC, oTarget, nCasterLvl + SPGetPenetr()))
{
effect eDrain = EffectAbilityDecrease(ABILITY_DEXTERITY, nDam);
effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDrain, oTarget, fDuration);
}
}
PRCSetSchool();
}