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.
66 lines
2.7 KiB
Plaintext
66 lines
2.7 KiB
Plaintext
/*
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18/02/19 by Stratovarius
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Shadow Surge
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Master, Heart and Soul
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Level/School: 9th/Enchantment (Compulsion) [Mind Affecting]
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Range: Close (25 ft. + 5 ft./2 levels)
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Target: Up to one living creature/level, no two of which are more than 30 ft. apart
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Duration: 1 round
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Saving Throw: Will negates
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Spell Resistance: Yes
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You send the nearby souls plummeting into darkness, leaving their bodies empty vessels that follow your will.
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This mystery functions like the spell dominate monster, except as noted above.
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*/
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#include "shd_inc_shdfunc"
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#include "shd_mysthook"
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void main()
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{
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if(!ShadPreMystCastCode()) return;
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object oShadow = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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struct mystery myst = EvaluateMystery(oShadow, oTarget, METASHADOW_EXTEND);
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if(myst.bCanMyst)
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{
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myst.nPen = ShadowSRPen(oShadow, myst.nShadowcasterLevel);
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myst.fDur = 9.0;
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if(myst.bExtend) myst.fDur += 6.0;
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effect eImplode= EffectVisualEffect(VFX_IMP_SOUND_SYMBOL_INSANITY);
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//Apply the implode effect
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImplode, PRCGetSpellTargetLocation());
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int nCount = 0;
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//Get the first target in the shape
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, PRCGetSpellTargetLocation());
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while (GetIsObjectValid(oTarget) && 11 > nCount)
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oShadow))
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{
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// Check Spell Resistance
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if(!PRCDoResistSpell(oShadow, oTarget, myst.nPen))
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{
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if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, GetShadowcasterDC(oShadow), SAVING_THROW_TYPE_MIND_SPELLS))
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{
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// Extra domination immunity check - using EffectCutsceneDominated(), which normally bypasses
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if(!GetIsImmune(oTarget, IMMUNITY_TYPE_DOMINATE) && !GetIsImmune(oTarget, IMMUNITY_TYPE_MIND_SPELLS))
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{
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myst.eLink = EffectLinkEffects(EffectCutsceneDominated(), EffectVisualEffect(VFX_DUR_DEATHWARD));
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, myst.eLink, oTarget, myst.fDur, TRUE, myst.nMystId, myst.nShadowcasterLevel);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DOMINATE_S), oTarget);
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}
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}
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}
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nCount++; //Only count living creatures
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}
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//Get next target in the shape
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, PRCGetSpellTargetLocation());
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}
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}
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} |