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.
		
			
				
	
	
		
			44 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			44 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*
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12/02/19 by Stratovarius
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Dusk and Dawn, OnExit
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Apprentice, Shutters and Clouds 
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Level/School: 1st/Evocation 
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Range: Close (25 ft. + 5 ft./2 levels) 
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Area: 20-ft.-radius emanation centered on a point in space 
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Duration: 10 minutes/level (D) 
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Saving Throw: None 
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Spell Resistance: No
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By drawing shade from the Plane of Shadow, or banishing the shadows back to it, you control the level of illumination in the area.
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You make a dark area lighter or a light area darker, blanketing the affected area in shadowy illumination. Creatures with darkvision can see through this area normally.
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*/
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#include "shd_inc_shdfunc"
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void main()
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{
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    object oShadow = GetAreaOfEffectCreator();
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    object oTarget  = GetExitingObject();
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    struct mystery myst = GetLocalMystery(oShadow, MYST_HOLD_MYST+"6");  
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    // Loop over effects, removing the ones from this power
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    effect eAOE;
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    if(GetHasSpellEffect(MYST_DUSK_AND_DAWN_DUSK, oTarget) || GetHasSpellEffect(FUND_BLACK_CANDLE_DARK, oTarget) || GetHasSpellEffect(MYST_DEADLY_SHADE_DR, oTarget) || GetHasSpellEffect(MYST_DEADLY_SHADE_NEG, oTarget))
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    {
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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) == oShadow && (GetEffectSpellId(eAOE) == MYST_DUSK_AND_DAWN_DUSK || GetEffectSpellId(eAOE) == FUND_BLACK_CANDLE_DARK || GetEffectSpellId(eAOE) == MYST_DEADLY_SHADE_DR || GetEffectSpellId(eAOE) == MYST_DEADLY_SHADE_NEG))
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            {
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                RemoveEffect(oTarget, eAOE);
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                DeleteLocalInt(oTarget, "DeadlyShade");
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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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        }// end while - Effect loop
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    }// end if - Target has been affected at all
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}
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