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

View File

@@ -0,0 +1,84 @@
/*
16/02/19 by Stratovarius
Languor
Initiate, Body and Soul
Level/School: 5th/Enchantment (Compulsion)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or one creature/level, no two of which are more than 30 ft. apart; see text
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes
You channel shadowstuff into the subjects shadow, literally weighing him down under its weight.
Languor functions like either the spell slow or the spell hold monster. You choose which version you want before the effect begins. If you choose hold monster, the mystery can affect only one subject.
*/
#include "shd_inc_shdfunc"
#include "shd_mysthook"
void main()
{
if(!ShadPreMystCastCode()) return;
object oShadow = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
struct mystery myst = EvaluateMystery(oShadow, oTarget, METASHADOW_EXTEND);
if(myst.bCanMyst)
{
location lTarget = PRCGetSpellTargetLocation();
myst.fDur = 6.0 * myst.nShadowcasterLevel/2;
if(myst.bExtend) myst.fDur *= 2;
effect eVis = EffectVisualEffect(VFX_FNF_FEEBLEMIND);
int nCount = 0;
myst.nPen = ShadowSRPen(oShadow, myst.nShadowcasterLevel);
if (myst.nMystId == MYST_LANGUOR_SLOW)
{
oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, lTarget);
//Cycle through the targets within the spell shape until an invalid object is captured or the number of
//targets affected is equal to the caster level.
while(GetIsObjectValid(oTarget) && nCount < myst.nShadowcasterLevel)
{
if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oShadow))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oShadow, myst.nMystId));
if (!PRCDoResistSpell(oShadow, oTarget, myst.nPen) && !/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, GetShadowcasterDC(oShadow)))
{
//Apply the slow effect and VFX impact
myst.eLink = EffectLinkEffects(EffectVisualEffect(VFX_DUR_TEMPORAL_STASIS), EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE));
myst.eLink = EffectLinkEffects(myst.eLink, EffectSlow());
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, myst.eLink, oTarget, myst.fDur, TRUE, myst.nMystId, myst.nShadowcasterLevel);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
//Count the number of creatures affected
nCount++;
}
}
//Select the next target within the spell shape.
oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, lTarget);
}
}
else // Hold
{
// Only creatures, and PvP check.
if(!GetIsReactionTypeFriendly(oTarget))
{
// Check Spell Resistance
if(!PRCDoResistSpell(oShadow, oTarget, myst.nPen))
{
if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, GetShadowcasterDC(oShadow), SAVING_THROW_TYPE_MIND_SPELLS))
{
myst.eLink = EffectLinkEffects(EffectVisualEffect(VFX_DUR_PARALYZE_HOLD), EffectVisualEffect(VFX_DUR_PARALYZED));
myst.eLink = EffectLinkEffects(myst.eLink, EffectParalyze());
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, myst.eLink, oTarget, myst.fDur, TRUE, myst.nMystId, myst.nShadowcasterLevel);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}
}
}
}