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.
68 lines
1.9 KiB
Plaintext
68 lines
1.9 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Rain of RosesB: OnExit
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//:: FileName sp_rain_rose.nss
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//:://////////////////////////////////////////////
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/**@file Rain of Roses
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Evocation [Good]
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Level: Drd 7
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Components: V, S, M
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Casting Time: 1 standard action
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Range: Long (400 ft. + 40 ft./level)
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Area: Cylinder (80-ft. radius, 80 ft. high)
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Duration: 1 round/level (D)
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Saving Throw: None (ability damage) and Fortitude
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negates (sickening)
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Spell Resistance: Yes
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Red roses fall from the sky. Their sharp thorns
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graze the flesh of evil creatures, dealing 1d4
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points of temporary Wisdom damage per round. A
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creature reduced to 0 Wisdom falls unconscious as
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its mind succumbs to horrible nightmares. In
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addition, the beautiful rose petals sicken evil
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creatures touched by them; those that fail a
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Fortitude save are sickened (-2 penalty on attack
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rolls, weapon damage rolls, saving throws,
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ability checks, and skill checks) until they
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leave the spell's area. A successful Fortitude
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save renders a creature immune to the sickening
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effect of the roses, but not the ability damage
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caused by their thorns.
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Material Component: A red rose.
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Author: Tenjac
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Created: 7/17/06
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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object oTarget = GetExitingObject();
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object oCreator = GetAreaOfEffectCreator();
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effect eAOE;
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if(GetHasSpellEffect(SPELL_AVASCULAR_MASS, oTarget))
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{
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//Search through the valid effects on the target.
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eAOE = GetFirstEffect(oTarget);
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while (GetIsEffectValid(eAOE))
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{
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if (GetEffectCreator(eAOE) == GetAreaOfEffectCreator())
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{
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//If the effect was created by Rain of Roses then remove it
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if(GetEffectSpellId(eAOE) == SPELL_RAIN_OF_ROSES)
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{
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RemoveEffect(oTarget, eAOE);
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}
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}
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//Get next effect on the target
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eAOE = GetNextEffect(oTarget);
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}
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}
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}
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