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.
This commit is contained in:
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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/*:://////////////////////////////////////////////
//:: 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");
}
}
}
}
}