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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//::///////////////////////////////////////////////
//:: Name Ring of Blades HB
//:: FileName sp_ring_bldsc.nss
//:://////////////////////////////////////////////
/**@file Ring of Blades
Conjuration (Creation)
Level: Cleric 3, warmage 3
Components: V,S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
This spell conjures a horizontal ring
of swirling metal blades around you.
The ring extends 5 feet from you, into
all squares adjacent to your space, and
it moves with you as you move. Each
round on your turn, starting when
you cast the spell, the blades deal 1d6
points of damage +1 point per caster
level (maximum +10) to all creatures
in the affected area.
The blades conjured by a lawful-aligned
cleric are cold iron, those conjured by
a chaotic-aligned cleric are silver, and
those conjured by a cleric who is neither
lawful nor chaotic are steel.
Author: Tenjac
Created: 7/6/07
Fixed so it finally worked
Strat, Mar 7th, 2019
Yeah, it's been totally non-functional for 12 years.
Yay for not testing your shit.
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
#include "prc_inc_spells"
void main()
{
if (!GetIsObjectValid(GetAreaOfEffectCreator()))
{
DestroyObject(OBJECT_SELF);
return;
}
//Declare major variables
object oShadow = GetAreaOfEffectCreator();
int nCasterLvl = PRCGetCasterLevel(oShadow);
//Capture the first target object in the shape.
object oTarget = GetFirstInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
while(GetIsObjectValid(oTarget))
{
if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oShadow))
{
int nDamage = d6() + min(10, nCasterLvl);
nDamage += SpellDamagePerDice(oShadow, 1);
ApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, DAMAGE_TYPE_SLASHING, nDamage), oTarget);
}
//Select the next target within the spell shape.
oTarget = GetNextInPersistentObject(OBJECT_SELF,OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
}