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.
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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 Wrack
//:: FileName sp_wrack.nss
//:://////////////////////////////////////////////
/**@file Wrack
Necromancy [Evil]
Level: Clr 3, Mortal Hunter 3, Pain 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One humanoid creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject is wracked with such pain that he doubles
over and collapses. His face and hands blister and
drip fluid, and his eyes cloud with blood, rendering
him blind. For the duration of the spell the subject
is considered helpless and cannot take actions. The
subject's sight returns when the spell's duration
expires.
Even after the spell ends, the subject is still
visibly shaken and takes a -2 penalty on attack rolls,
saves, and checks for 3d10 minutes.
Author: Tenjac
Created: 5/10/06
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "prc_add_spell_dc"
void main()
{
object oPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nCasterLvl = PRCGetCasterLevel(oPC);
int nMetaMagic = PRCGetMetaMagicFeat();
int nDC = PRCGetSaveDC(oTarget, oPC);
float fDur = (6.0f * nCasterLvl);
effect eBlind = EffectBlindness();
int nPenalty = 2;
//Spellhook
if(!X2PreSpellCastCode()) return;
PRCSetSchool(SPELL_SCHOOL_NECROMANCY);
if(nMetaMagic & METAMAGIC_EXTEND)
{
fDur = (fDur * 2);
}
if(nMetaMagic & METAMAGIC_EMPOWER)
{
nPenalty += (nPenalty/2);
}
//Check Spell Resistance
if(!PRCDoResistSpell(oPC, oTarget, nCasterLvl + SPGetPenetr()))
{
//Will save
if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
{
//Blind
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBlind, oTarget, fDur);
//Clear all actions
AssignCommand(oTarget, ClearAllActions());
//Animation
AssignCommand(oTarget, PlayAnimation(ANIMATION_LOOPING_SPASM, 6.0f));
DelayCommand(6.0f,AssignCommand(oTarget, PlayAnimation(ANIMATION_LOOPING_DEAD_BACK, (fDur - 6.0f))));
//Make them sit and wait.
DelayCommand(6.2,SetCommandable(FALSE, oTarget));
//Restore Control
DelayCommand((fDur - 6.2), SetCommandable(TRUE, oTarget));
//After spell end
effect eLink = EffectAttackDecrease(nPenalty, ATTACK_BONUS_MISC);
eLink = EffectLinkEffects(eLink, EffectSavingThrowDecrease(SAVING_THROW_ALL, nPenalty, SAVING_THROW_TYPE_ALL));
eLink = EffectLinkEffects(eLink, EffectSkillDecrease(SKILL_ALL_SKILLS, nPenalty));
DelayCommand(fDur, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, (d10(3) * 60.0f)));
}
}
//SPEvilShift(oPC);
PRCSetSchool();
}