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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/*:://////////////////////////////////////////////
//:: Spell Name Restoration, Lesser
//:: Spell FileName PHS_S_RestorLess
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Conjuration (Healing)
Level: Clr 2, Drd 2, Pal 1
Components: V, S
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Lesser restoration dispels any tempoary magical effects reducing the
subjects ability scores. It also eliminates any fatigue and exhaustion
suffered by the character. It does not restore permanent ability drain.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
3 rounds casting time.
Will remove (dispel) all magical, tempoary, ability reducing effects, and
remove fatigue and exhaustion too.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell Hook Check.
if(!PHS_SpellHookCheck(PHS_SPELL_RESTORATION_LESSER)) return;
// Declare Major Variables
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject();
// Delcare immunity effects
effect eVis = EffectVisualEffect(VFX_IMP_REMOVE_CONDITION);
// Apply VFX
PHS_ApplyVFX(oTarget, eVis);
// Signal spell cast at
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_RESTORATION_LESSER, FALSE);
// Remove fatigue and exhaustion
PHS_RemoveFatigue(oTarget);
// We remove all effect of ability decrease, and some other spell effects too.
effect eCheck = GetFirstEffect(oTarget);
// Loop effects
while(GetIsEffectValid(eCheck))
{
// Dispel tempoary, magical ones.
if(GetEffectType(eCheck) == EFFECT_TYPE_ABILITY_DECREASE &&
GetEffectDurationType(eCheck) == DURATION_TYPE_TEMPORARY &&
GetEffectSubType(eCheck) == SUBTYPE_MAGICAL)
{
RemoveEffect(oTarget, eCheck);
}
eCheck = GetNextEffect(oTarget);
}
}