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.
		
			
				
	
	
		
			80 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			80 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*:://////////////////////////////////////////////
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| //:: Spell Name Body of Ice
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| //:: Spell FileName XXX_S_BodyofIce
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| //:://////////////////////////////////////////////
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| //:: In Game Spell desctiption
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| //:://////////////////////////////////////////////
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|     Transmutation [Cold]
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|     Level: Drd 4, Sor/Wiz 4
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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: Caster
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|     Duration: 1 round/level
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|     Saving Throw: None
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|     Spell Resistance: No (Harmless)
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|     Source: Various (cthulhu)
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| 
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|     The transmuted caster's body is transformed into a mixture of pure ice and
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|     magical energy. Because of the caster's new form they gain the subtype
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|     [Cold] (immune to all cold damage and take double damage from fire), and are
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|     immune to critical hits.
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| 
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|     In this ice form the caster finds themselves more in tune with the
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|     Quasi-Elemental Plane of Ice and understands its detail and essence. All of
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|     their spells with the cold descriptor gain a +2 to their saving throw DC.
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| 
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|     Focus: A small crystal that comes from the center of a glacier.
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| //:://////////////////////////////////////////////
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| //:: Spell Effects Applied / Notes
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| //:://////////////////////////////////////////////
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|     Simple and easy, eh what?
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| 
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|     No, really, good advantages (if specific) and the immunity to critical hits
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|     is great.
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| 
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|     If the critical hit immunity is to much, +AC or something might be better,
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|     or some damage shield (does cold damage, small amount).
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| //:://////////////////////////////////////////////
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| //:: Created By: Jasperre
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| //::////////////////////////////////////////////*/
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| 
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| #include "SMP_INC_SPELLS"
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| 
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| void main()
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| {
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|     // Spell Hook Check.
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|     if(!SMP_SpellHookCheck(SMP_SPELL_BODY_OF_ICE)) return;
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| 
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|     // Declare Major Variables
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|     object oCaster = OBJECT_SELF;
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|     object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF
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|     int nCasterLevel = SMP_GetCasterLevel();
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|     int nMetaMagic = SMP_GetMetaMagicFeat();
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| 
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|     // Duration is 1 round/level
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|     float fDuration = SMP_GetDuration(SMP_ROUNDS, nCasterLevel, nMetaMagic);
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| 
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|     // Declare effects
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|     effect eDur = EffectVisualEffect(VFX_DUR_ICESKIN);
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|     effect eImmunityIncrease = EffectDamageImmunityIncrease(DAMAGE_TYPE_COLD, 100);
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|     effect eImmunityDecrease = EffectDamageImmunityDecrease(DAMAGE_TYPE_FIRE, 100);
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|     effect eCritical = EffectImmunity(IMMUNITY_TYPE_CRITICAL_HIT);
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|     effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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| 
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|     // Link effects
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|     effect eLink = EffectLinkEffects(eDur, eImmunityIncrease);
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|     eLink = EffectLinkEffects(eLink, eImmunityDecrease);
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|     eLink = EffectLinkEffects(eLink, eCritical);
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|     eLink = EffectLinkEffects(eLink, eCessate);
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| 
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|     // Remove previous casting
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|     SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_BODY_OF_ICE, oTarget);
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| 
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|     //Fire cast spell at event for the specified target
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|     SMP_SignalSpellCastAt(oTarget, SMP_SPELL_BODY_OF_ICE, FALSE);
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| 
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|     // Apply the VFX impact and effects
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|     SMP_ApplyDuration(oTarget, eLink, fDuration);
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| }
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