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
2.0 KiB
Plaintext
66 lines
2.0 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Remove Paralysis
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//:: Spell FileName PHS_S_RemovePara
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Conjuration (Healing)
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Level: Clr 2, Pal 2
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Components: V, S
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Casting Time: 1 standard action
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Range: Close (8M)
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Target: Creature touched
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Duration: Instantaneous
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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You can free one or more creatures from the effects of any temporary
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paralysis or related magic, including a ghoul’s touch or a slow spell. For
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the creature this spell is cast on, the paralysis is negated.
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The spell does not restore ability scores reduced by penalties, damage, or
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drain.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Removes paralysis.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!PHS_SpellHookCheck(PHS_SPELL_REMOVE_PARALYSIS)) return;
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// Declare Major Variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nType;
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// Delcare immunity effects
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effect eVis = EffectVisualEffect(VFX_IMP_REMOVE_CONDITION);
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// Apply VFX
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PHS_ApplyVFX(oTarget, eVis);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_REMOVE_PARALYSIS, FALSE);
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// We remove all effect of paralysis
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effect eCheck = GetFirstEffect(oTarget);
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// Loop effects
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while(GetIsEffectValid(eCheck))
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{
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nType = GetEffectType(eCheck);
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// - Remove all of Paralysis
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if(nType == EFFECT_TYPE_PARALYZE)
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{
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RemoveEffect(oTarget, eCheck);
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}
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eCheck = GetNextEffect(oTarget);
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}
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}
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