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
24762 changed files with 1528530 additions and 0 deletions

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/*:://////////////////////////////////////////////
//:: Spell Name Regenerate
//:: Spell FileName PHS_S_Regenerate
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Conjuration (Healing)
Level: Clr 7, Drd 9, Healing 7
Components: V, S, DF
Casting Time: 3 full rounds
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
DM Spell: Partial; see text
The subject<63>s severed body members (fingers, toes, hands, feet, arms, legs,
tails, or even heads of multiheaded creatures), broken bones, and ruined
organs grow back. After the spell is cast, the physical regeneration is
complete in 1 round if the severed members are present and touching the
creature. It takes 2d10 rounds otherwise. This part of the spell is DM only.
Regenerate also cures 4d8 points of damage +1 point per caster level
(maximum +35), rids the subject of exhaustion and/or fatigue, and
eliminates all nonlethal damage the subject has taken. It has no effect on
nonliving creatures (including undead).
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
As spell description.
Cures 4d8 points of damage +1 point per caster level (maximum +35) damage
to living things.
Removes "Fatigue" :-)
This can be RPed to regenerate fingers and so on.
Oh, and 3 rounds full casting time!
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell Hook Check.
if(!PHS_SpellHookCheck(PHS_SPELL_REGENERATE)) return;
// Declare major variables
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject();
int nMetaMagic = PHS_GetMetaMagicFeat();
int nCasterLevel = PHS_GetCasterLevel();
// Max extra is 35
int nCasterBonus = PHS_LimitInteger(nCasterLevel, 35);
// Get the damage healed
int nHeal = PHS_MaximizeOrEmpower(8, 4, nMetaMagic, nCasterLevel);
// Declare Effects
effect eHeal = EffectHeal(nHeal);
effect eVis = EffectVisualEffect(VFX_IMP_HEALING_G); // Cure Critical wounds effect
// Is the creature living? (It won't harm undead, however)
if(PHS_GetIsAliveCreature(oTarget, "Regenerate doesn't affect non-living objects"))
{
// Signal spell cast at event
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_REGENERATE, FALSE);
// Remove fatigue cause by spells
PHS_RemoveFatigue(oTarget);
// Apply healing effect and visual
PHS_ApplyInstantAndVFX(oTarget, eVis, eHeal);
}
}