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.
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Jaysyn904
2024-02-11 14:01:05 -05:00
parent 618cd42b82
commit 6ec137a24e
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/*
----------------
Crystallize
psi_pow_crystlz
----------------
25/10/04 by Stratovarius
*/ /** @file
Crystallize
Metacreativity
Level: Shaper 6
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One living creature
Duration: Permanent
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 11
Metapsionics: Twin
You seed the subject<63>s flesh with supersaturated crystal. In an eyeblink,
the subject<63>s form seems to freeze over, as its flesh and fluids are
instantly crystallized. Following the application of this power, the subject
appears lifeless. In fact, it is not dead (though no life can be detected
with powers or spells that detect such).
Implementation note: The effect is equivalent to standard petrification.
*/
#include "psi_inc_psifunc"
#include "psi_inc_pwresist"
#include "psi_spellhook"
#include "prc_inc_spells"
void main()
{
/*
Spellcast Hook Code
Added 2004-11-02 by Stratovarius
If you want to make changes to all powers,
check psi_spellhook to find out more
*/
if (!PsiPrePowerCastCode())
{
// If code within the PrePowerCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
object oManifester = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
struct manifestation manif =
EvaluateManifestation(oManifester, oTarget,
PowerAugmentationProfile(),
METAPSIONIC_TWIN
);
if(manif.bCanManifest)
{
int nDC = GetManifesterDC(oManifester);
int nPen = GetPsiPenetration(oManifester);
// Let the AI know
PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, oManifester);
// Handle Twin Power
int nRepeats = manif.bTwin ? 2 : 1;
for(; nRepeats > 0; nRepeats--)
{
//Check for Power Resistance
if(PRCMyResistPower(oManifester, oTarget, nPen))
{
//use bioware petrify effect instead
//that works better for henchmen, DMs, etc
//as well as not petrifying undead, constructs, etc
//and putting all petrification code in one place, so builder hooks can work
PRCDoPetrification(manif.nManifesterLevel, oManifester, oTarget, manif.nSpellID, nDC);
/*
if (!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_DEATH))
{
//SPApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectPetrify(), oTarget);
}
*/
}
}
}
}