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
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commit 6ec137a24e
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/*
----------------
Ectoplasmic Shambler, Heartbeat
psi_pow_eshamc
----------------
23/2/04 by Stratovarius
*/ /** @file
Ectoplasmic Shambler, OnHeartbeat
Metacreativity (Creation)
Level: Psion/wilder 5
Manifesting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: One ectoplasmic manifestation of 10m radius
Duration: 1 min./level
Saving Throw: None
Power Resistance: No
Power Points: 9
Metapsionics: Extend, Twin, Widen
You fashion an ephemeral mass of pseudo-living ectoplasm called an
ectoplasmic shambler. As the consistency of the ectoplasmic shambler is
that of thick mist, those within the shambler are blinded. In addition,
manifesting powers (or casting spells) within the shambler is difficult
due to the constant turbulence felt by those caught in the shambler<65>s form.
Creatures enveloped by the shambler, regardless of Armor Class, take 1 point
of damage for every two manifester levels you have in each round they become
or remain within the roiling turbulence of the shambler. Anyone trying to
manifest a power must make a Concentration check (DC 15 + power<65>s or spell<6C>s
level) to successfully manifest a power or cast a spell inside the shambler.
*/
#include "psi_inc_psifunc"
#include "psi_inc_pwresist"
#include "psi_spellhook"
#include "prc_inc_spells"
void main()
{
object oAoE = OBJECT_SELF;
object oCreator = GetAreaOfEffectCreator();
int nDamage = GetLocalInt(oAoE, "PRC_EctoShambler_Damage");
effect eDamage = EffectDamage(nDamage, DAMAGE_TYPE_MAGICAL);
eDamage = EffectLinkEffects(eDamage, EffectVisualEffect(VFX_IMP_HEAD_MIND));
// Loop over creatures inside the AoE
object oTarget = GetFirstInPersistentObject(oAoE, OBJECT_TYPE_CREATURE);
while(GetIsObjectValid(oTarget))
{
if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, GetAreaOfEffectCreator()))
{
// Let the AI know
PRCSignalSpellEvent(oTarget, TRUE, POWER_ECTOSHAMBLER, oCreator);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
}
//Select the next target within the spell shape.
oTarget = GetNextInPersistentObject(oAoE, OBJECT_TYPE_CREATURE);
}
}