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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//::///////////////////////////////////////////////
//:: Name Call Lemure Horde
//:: FileName sp_call_lemure.nss
//:://////////////////////////////////////////////
/**@file Call Lemure Horde
Conjuration (Calling) [Evil]
Level: Mortal Hunter 4, Sor/Wiz 5
Components: V S, Soul
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 3d4 1emures
Duration: One year
Saving Throw: None
Spell Resistance: No
The caster calls 3d4 lemures from the Nine Hells to
where he is, offering them the soul that he has
prepared. In exchange, they will serve the caster
for one year as guards, slaves, or whatever else
he needs them for. They are non<6F>-intelligent,
so the caster cannot give them more complicated
tasks than can be described in about five words.
No matter how many times the caster casts this
spell, he can control no more than 2 HD worth
of fiends per caster level. If he exceeds this
number, all the newly called creatures fall under
the caster's control, and any excess from previous
castings become uncontrolled. The caster chooses
which creatures to release.
Author: Tenjac
Created:
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
#include "prc_alterations"
#include "prc_inc_spells"
void main()
{
object oPC = OBJECT_SELF;
int nCasterLvl = PRCGetCasterLevel(oPC);
location lLoc = PRCGetSpellTargetLocation();
string sResRef = "prc_sum_lemure";
if(!X2PreSpellCastCode()) return;
PRCSetSchool(SPELL_SCHOOL_CONJURATION);
MultisummonPreSummon();
if(GetPRCSwitch(PRC_MULTISUMMON))
{
effect eSummon = EffectSummonCreature(sResRef);
eSummon = SupernaturalEffect(eSummon);
//determine how many to take control of
int nTotalCount = d4(2);
effect eModify = EffectModifyAttacks(1);
int i;
int nMaxHDControlled = nCasterLvl * 2;
int nTotalControlled = GetControlledFiendTotalHD(oPC);
//Summon loop
while(nTotalControlled < nMaxHDControlled
&& i < nTotalCount)
{
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eSummon, oPC, 9999.0f);
i++;
nTotalControlled = GetControlledFiendTotalHD(oPC);
}
FloatingTextStringOnCreature(" You currently have "+IntToString(nTotalControlled)+"HD out of "+IntToString(nMaxHDControlled)+"HD.", OBJECT_SELF);
}
else
{
//non-multisummon
//this has a swarm type effect since dretches are useless individually
effect eSummon = EffectSwarm(TRUE, sResRef);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eSummon, oPC, 9999.0f);
}
//SPEvilShift(oPC);
PRCSetSchool();
}