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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/*
----------------
Oak Body
psi_pow_oakbody
----------------
25/2/04 by Stratovarius
*/ /** @file
Oak Body
Psychometabolism
Level: Psion/wilder 7, psychic warrior 5
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: Psion/wilder 13, psychic warrior 9
Metapsionics: Extend
This power transforms your body into living oak, which grants you several
advantages.
You gain damage reduction 10/ slashing and a +5 bonus to natural armor that
overlaps (does not stack with) any natural armor bonus you may already have.
You are immune to ability damage, blindness, deafness, disease, drowning,
poison and stunning.
You take only half damage from cold effects of all kinds. However, you gain
vulnerability to fire.
You gain a +4 enhancement bonus to Strength, but you take a -2 penalty to
Dexterity (to a minimum Dexterity score of 1), and your speed is reduced to
half normal. You have arcane spell failure chance of 25%.
Augment: For every additional power point you spend, this powers duration
increases by 1 minute.
*/
#include "psi_inc_psifunc"
#include "psi_inc_pwresist"
#include "psi_spellhook"
#include "prc_alterations"
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(PRC_NO_GENERIC_AUGMENTS,
1, PRC_UNLIMITED_AUGMENTATION
),
METAPSIONIC_EXTEND
);
if(manif.bCanManifest)
{
effect eLink = EffectDamageResistance(DAMAGE_TYPE_SLASHING, 10);
eLink = EffectLinkEffects(eLink, EffectACIncrease(5, AC_NATURAL_BONUS));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_ABILITY_DECREASE));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_BLINDNESS));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_DEAFNESS));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_DISEASE));
eLink = EffectLinkEffects(eLink, EffectSpellImmunity(SPELL_DROWN));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_POISON));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_STUN));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_COLD, 50));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityDecrease(DAMAGE_TYPE_FIRE, 50));
eLink = EffectLinkEffects(eLink, EffectAbilityIncrease(ABILITY_STRENGTH, 4));
eLink = EffectLinkEffects(eLink, EffectMovementSpeedDecrease(50));
// eLink = EffectLinkEffects(eLink, EffectSpellFailure(25, SPELL_SCHOOL_GENERAL));
eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_FREEDOM_OF_MOVEMENT));
eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_GLOBE_INVULNERABILITY));
eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_PROT_BARKSKIN));
eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_PROTECTION_ELEMENTS));
effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
eVis = EffectLinkEffects(eVis, EffectVisualEffect(VFX_FNF_NATURES_BALANCE));
eVis = EffectLinkEffects(eVis, EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE));
float fDuration = 60.0f * (manif.nManifesterLevel + manif.nTimesAugOptUsed_1);
if(manif.bExtend) fDuration *= 2;
ApplyAbilityDamage(oTarget, ABILITY_DEXTERITY, 2, DURATION_TYPE_TEMPORARY, FALSE, fDuration, TRUE);
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDuration, TRUE, manif.nSpellID, manif.nManifesterLevel);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
// Apply ASF to hide
AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyArcaneSpellFailure(IP_CONST_ARCANE_SPELL_FAILURE_PLUS_25_PERCENT), GetPCSkin(oTarget), fDuration);
}// end if - Successfull manifestation
}