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 Wrack
//:: FileName sp_wrack.nss
//:://////////////////////////////////////////////
/**@file Wrack
Necromancy [Evil]
Level: Clr 3, Mortal Hunter 3, Pain 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One humanoid creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject is wracked with such pain that he doubles
over and collapses. His face and hands blister and
drip fluid, and his eyes cloud with blood, rendering
him blind. For the duration of the spell the subject
is considered helpless and cannot take actions. The
subject's sight returns when the spell's duration
expires.
Even after the spell ends, the subject is still
visibly shaken and takes a -2 penalty on attack rolls,
saves, and checks for 3d10 minutes.
Author: Tenjac
Created: 5/10/06
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "prc_add_spell_dc"
void main()
{
object oPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nCasterLvl = PRCGetCasterLevel(oPC);
int nMetaMagic = PRCGetMetaMagicFeat();
int nDC = PRCGetSaveDC(oTarget, oPC);
float fDur = (6.0f * nCasterLvl);
effect eBlind = EffectBlindness();
int nPenalty = 2;
//Spellhook
if(!X2PreSpellCastCode()) return;
PRCSetSchool(SPELL_SCHOOL_NECROMANCY);
if(nMetaMagic & METAMAGIC_EXTEND)
{
fDur = (fDur * 2);
}
if(nMetaMagic & METAMAGIC_EMPOWER)
{
nPenalty += (nPenalty/2);
}
//Check Spell Resistance
if(!PRCDoResistSpell(oPC, oTarget, nCasterLvl + SPGetPenetr()))
{
//Will save
if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
{
//Blind
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBlind, oTarget, fDur);
//Clear all actions
AssignCommand(oTarget, ClearAllActions());
//Animation
AssignCommand(oTarget, PlayAnimation(ANIMATION_LOOPING_SPASM, 6.0f));
DelayCommand(6.0f,AssignCommand(oTarget, PlayAnimation(ANIMATION_LOOPING_DEAD_BACK, (fDur - 6.0f))));
//Make them sit and wait.
DelayCommand(6.2,SetCommandable(FALSE, oTarget));
//Restore Control
DelayCommand((fDur - 6.2), SetCommandable(TRUE, oTarget));
//After spell end
effect eLink = EffectAttackDecrease(nPenalty, ATTACK_BONUS_MISC);
eLink = EffectLinkEffects(eLink, EffectSavingThrowDecrease(SAVING_THROW_ALL, nPenalty, SAVING_THROW_TYPE_ALL));
eLink = EffectLinkEffects(eLink, EffectSkillDecrease(SKILL_ALL_SKILLS, nPenalty));
DelayCommand(fDur, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, (d10(3) * 60.0f)));
}
}
//SPEvilShift(oPC);
PRCSetSchool();
}