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.
91 lines
2.5 KiB
Plaintext
91 lines
2.5 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Necrotic Empowerment
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//:: FileName sp_nec_empower.nss
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//:://////////////////////////////////////////////
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/** @file
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Necrotic Empowerment
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Necromancy [Evil]
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Level: Clr 8, sor/wiz 8
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Components: V, S, F
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Casting Time: 1 standard action
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Range: Personal
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Target: You
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Duration: 1 round/level
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You call upon the mother cyst that your body hosts,
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drawing from it strength, vigor, speed, and vicious
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certainty. While the spell is in effect, you gain a
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+8 enhancement bonus to Dexterity, Intelligence, and
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Wisdom, a +8 natural armor bonus to Armor Class as
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your skin briefly crusts and hardens, a +5 competence
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bonus on Fortitude saves, and 100 temporary hit points.
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While the empowerment lasts, you are unable to cast any
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other mother cyst feat-enabled spell.
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Focus: Caster must possess a mother cyst.
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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#include "spinc_necro_cyst"
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#include "inc_utility"
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void main()
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{
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// Set the spellschool
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PRCSetSchool(SPELL_SCHOOL_NECROMANCY);
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// Run the spellhook.
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if (!X2PreSpellCastCode()) return;
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//Check for casting ability
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if(!GetCanCastNecroticSpells(OBJECT_SELF))
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return;
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//Define vars
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object oPC = OBJECT_SELF;
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object oSkin = GetPCSkin(oPC);
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int nCasterLevel = PRCGetCasterLevel(oPC);
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float fDuration = RoundsToSeconds(nCasterLevel);
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int nMetaMagic = PRCGetMetaMagicFeat();
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if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND))
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{
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fDuration = (fDuration * 2);
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}
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//Define Ability bonuses
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effect eDex = EffectAbilityIncrease(ABILITY_DEXTERITY, 8);
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effect eInt = EffectAbilityIncrease(ABILITY_INTELLIGENCE, 8);
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effect eWis = EffectAbilityIncrease(ABILITY_WISDOM, 8);
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//Define Natural Armor bonus
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effect eNatArm = EffectACIncrease(8, AC_NATURAL_BONUS);
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//Define Fortitude save bonus
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effect eFortSave = EffectSavingThrowIncrease(SAVING_THROW_FORT, 5, SAVING_THROW_TYPE_ALL);
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//Define HP bonus
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effect eHP = EffectTemporaryHitpoints(100);
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//Define VFX
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effect eVis = EffectVisualEffect(VFX_DUR_PARALYZED);
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//Link effects
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effect eLink = EffectLinkEffects(eDex, eInt);
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eLink = EffectLinkEffects(eLink, eWis);
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eLink = EffectLinkEffects(eLink, eNatArm);
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eLink = EffectLinkEffects(eLink, eFortSave);
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eLink = EffectLinkEffects(eLink, eHP);
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eLink = EffectLinkEffects(eLink, eVis);
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//Apply all effects
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oPC, fDuration);
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PRCSetSchool();
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//SPEvilShift(oPC);
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} |