Updated Release Archive

Updated Release Archive.  Fixed Mage-killer prereqs.  Removed old LETO & ConvoCC related files.  Added organized spell scroll store.  Fixed Gloura spellbook. Various TLK fixes.  Reorganized Repo.  Removed invalid user folders. Added DocGen back in.
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Jaysyn904
2023-08-22 10:00:21 -04:00
parent 3acda03f30
commit 5914ed2ab5
22853 changed files with 57524 additions and 47307 deletions

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/*
16/02/19 by Stratovarius
Languor
Initiate, Body and Soul
Level/School: 5th/Enchantment (Compulsion)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or one creature/level, no two of which are more than 30 ft. apart; see text
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes
You channel shadowstuff into the subject<63>s shadow, literally weighing him down under its weight.
Languor functions like either the spell slow or the spell hold monster. You choose which version you want before the effect begins. If you choose hold monster, the mystery can affect only one subject.
*/
#include "shd_inc_shdfunc"
#include "shd_mysthook"
void main()
{
if(!ShadPreMystCastCode()) return;
object oShadow = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
struct mystery myst = EvaluateMystery(oShadow, oTarget, METASHADOW_EXTEND);
if(myst.bCanMyst)
{
location lTarget = PRCGetSpellTargetLocation();
myst.fDur = 6.0 * myst.nShadowcasterLevel/2;
if(myst.bExtend) myst.fDur *= 2;
effect eVis = EffectVisualEffect(VFX_FNF_FEEBLEMIND);
int nCount = 0;
myst.nPen = ShadowSRPen(oShadow, myst.nShadowcasterLevel);
if (myst.nMystId == MYST_LANGUOR_SLOW)
{
oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, lTarget);
//Cycle through the targets within the spell shape until an invalid object is captured or the number of
//targets affected is equal to the caster level.
while(GetIsObjectValid(oTarget) && nCount < myst.nShadowcasterLevel)
{
if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oShadow))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oShadow, myst.nMystId));
if (!PRCDoResistSpell(oShadow, oTarget, myst.nPen) && !/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, GetShadowcasterDC(oShadow)))
{
//Apply the slow effect and VFX impact
myst.eLink = EffectLinkEffects(EffectVisualEffect(VFX_DUR_TEMPORAL_STASIS), EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE));
myst.eLink = EffectLinkEffects(myst.eLink, EffectSlow());
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, myst.eLink, oTarget, myst.fDur, TRUE, myst.nMystId, myst.nShadowcasterLevel);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
//Count the number of creatures affected
nCount++;
}
}
//Select the next target within the spell shape.
oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, lTarget);
}
}
else // Hold
{
// Only creatures, and PvP check.
if(!GetIsReactionTypeFriendly(oTarget))
{
// Check Spell Resistance
if(!PRCDoResistSpell(oShadow, oTarget, myst.nPen))
{
if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, GetShadowcasterDC(oShadow), SAVING_THROW_TYPE_MIND_SPELLS))
{
myst.eLink = EffectLinkEffects(EffectVisualEffect(VFX_DUR_PARALYZE_HOLD), EffectVisualEffect(VFX_DUR_PARALYZED));
myst.eLink = EffectLinkEffects(myst.eLink, EffectParalyze());
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, myst.eLink, oTarget, myst.fDur, TRUE, myst.nMystId, myst.nShadowcasterLevel);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}
}
}
}