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 Temporal Stasis
//:: Spell FileName PHS_S_TempStasis
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Fortitude negates. Needs touch attack (and has SR checks). If successful, the
target is made immobile and suspended in animation (paralyzed). It also
has damage immunity increased for everything to 100, and all immunities
are added.
Material Component: A powder composed of diamond, emerald, ruby, and
sapphire dust with a total value of at least 5,000 gp.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Those who are already plot cannot be affected by the spell.
Doesn't use any scripting commands - only effects, so can be sure of dispelling
working right (among other things!)
needs a 5000 gold componant.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell Hook Check.
if(!PHS_SpellHookCheck(PHS_SPELL_TEMPORAL_STASIS)) return;
// Check for 5000 gold valued gem.
if(!PHS_ComponentItemGemCheck("Temporal Stasis", 5000)) return;
// Delcare Major Variables
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject();
int nSpellSaveDC = PHS_GetSpellSaveDC();
// We only use nCasterLevel for <= normal difficulty
int nCasterLevel = PHS_GetCasterLevel();
// Declare effects
effect eStop = EffectCutsceneImmobilize();
effect eStopDur = EffectVisualEffect(VFX_DUR_FREEZE_ANIMATION);
effect eDur = EffectVisualEffect(PHS_VFX_DUR_TEMPORAL_STASIS);
effect eImmunities = PHS_AllImmunitiesLink();
// Link stop, immunity and blur (blue glowy effect!)
effect eLink = EffectLinkEffects(eStop, eStopDur);
eLink = EffectLinkEffects(eLink, eDur);
eLink = EffectLinkEffects(eLink, eImmunities);
// Fire spell cast at event
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_TEMPORAL_STASIS, TRUE);
// Apply beam visual for touch attack
PHS_ApplyTouchBeam(oTarget, VFX_BEAM_ODD, nTouch);
// Touch attack melee. Criticals mean squat.
if(PHS_SpellTouchAttack(PHS_TOUCH_MELEE, oTarget, TRUE))
{
// PvP and plot/immortal check
if(!GetIsReactionTypeFriendly(oTarget) && PHS_CanCreatureBeDestroyed(oTarget))
{
// We don't check turning but DO check spell resistance + immunity.
if(!PHS_SpellResistanceCheck(oCaster, oTarget))
{
// Fortitude save with spell resistance
if(!PHS_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_SPELL))
{
// Apply effects and visuals.
PHS_ApplyPermanentDeath(oTarget, eLink, nCasterLevel, "You have been put in stasis, and cannot recover your status alone");
}
}
}
}
}