Updated AMS marker feats

Updated AMS marker feats.  Removed arcane & divine marker feats.  Updated Dread Necromancer for epic progression. Updated weapon baseitem models.  Updated new weapons for crafting & npc equip.
 Updated prefix.  Updated release archive.
This commit is contained in:
Jaysyn904
2024-02-11 14:01:05 -05:00
parent 618cd42b82
commit 6ec137a24e
24762 changed files with 1528530 additions and 0 deletions

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//::///////////////////////////////////////////////
//:: Name Energy Resistance
//:: FileName inv_dra_enrgyres.nss
//::///////////////////////////////////////////////
/*
Lesser Invocation
3rd Level Spell
You gain resistance 10 to acid, cold, electricity,
fire or energy, chosen when you cast the invocation.
If you cast this invocation again before the
duration ends, the new effect and duration replace
the old. This invocation lasts for 24 hours.
*/
//::///////////////////////////////////////////////
#include "inv_inc_invfunc"
#include "inv_invokehook"
void main()
{
if(!PreInvocationCastCode()) return;
object oCaster = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nCasterLevel = GetInvokerLevel(oCaster, GetInvokingClass());
int nSpellID = PRCGetSpellId();
int nDamageType, nVfx;
float fDuration = HoursToSeconds(24);
switch(nSpellID)
{
case INVOKE_ENERGY_RESISTANCE_ACID:
{
nDamageType = DAMAGE_TYPE_ACID;
nVfx = VFX_IMP_ACID_L;
break;
}
case INVOKE_ENERGY_RESISTANCE_COLD:
{
nDamageType = DAMAGE_TYPE_COLD;
nVfx = VFX_IMP_FROST_L;
break;
}
case INVOKE_ENERGY_RESISTANCE_ELEC:
{
nDamageType = DAMAGE_TYPE_ELECTRICAL;
nVfx = VFX_IMP_LIGHTNING_M;
break;
}
case INVOKE_ENERGY_RESISTANCE_FIRE:
{
nDamageType = DAMAGE_TYPE_FIRE;
nVfx = VFX_IMP_FLAME_M;
break;
}
case INVOKE_ENERGY_RESISTANCE_SONIC:
{
nDamageType = DAMAGE_TYPE_SONIC;
nVfx = VFX_IMP_SONIC;
break;
}
}
effect eList = EffectDamageResistance(nDamageType, 10);
eList = EffectLinkEffects(eList, EffectVisualEffect(VFX_DUR_PROTECTION_ELEMENTS));
eList = EffectLinkEffects(eList, EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE));
PRCSignalSpellEvent(oTarget, FALSE, INVOKE_ENERGY_RESISTANCE);
// Spell does not stack with itself, even if it is different immunity types
if(GetHasSpellEffect(INVOKE_ENERGY_RESISTANCE_ACID, oTarget))
PRCRemoveSpellEffects(INVOKE_ENERGY_RESISTANCE_ACID, oCaster, oTarget);
if(GetHasSpellEffect(INVOKE_ENERGY_RESISTANCE_COLD, oTarget))
PRCRemoveSpellEffects(INVOKE_ENERGY_RESISTANCE_COLD, oCaster, oTarget);
if(GetHasSpellEffect(INVOKE_ENERGY_RESISTANCE_ELEC, oTarget))
PRCRemoveSpellEffects(INVOKE_ENERGY_RESISTANCE_ELEC, oCaster, oTarget);
if(GetHasSpellEffect(INVOKE_ENERGY_RESISTANCE_FIRE, oTarget))
PRCRemoveSpellEffects(INVOKE_ENERGY_RESISTANCE_FIRE, oCaster, oTarget);
if(GetHasSpellEffect(INVOKE_ENERGY_RESISTANCE_SONIC, oTarget))
PRCRemoveSpellEffects(INVOKE_ENERGY_RESISTANCE_SONIC, oCaster, oTarget);
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eList, oTarget, fDuration, TRUE, -1, nCasterLevel);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(nVfx), oTarget);
}