Spellfire Channeler was missing Improved Healing at 2nd level. Added "Crafted Vial" CWI crafting baseitem type. Added Craft Scepter crafting feat. Added Magical Artisan: Craft Scepter. Adjusted Hemp Rope label in iprp_material.2da & iprp_matcost.2da Added Aroma of Death CWI crafting item and spell to support it. Added Beetle Elixir CWI crafting item and spells to support it. Added Harness of Armor CWI crafting item. Swarm Tactics was missing a heartbeat script. Added crafted descriptions for all CWI items in craft_wondrous.2da Updated fileends for updated crafting options. Scepters count as clubs for feats. Gated errant DEBUG in prc_inc_nat_hb. Added new switches for scepter crafitng. Updated PRC Options magic supplies store for new crafting bastitems.
62 lines
1.8 KiB
Plaintext
62 lines
1.8 KiB
Plaintext
//////////////////////////////////////////////////
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// Beetle Elixir
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// cwi_elxr_beetle.nss
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//////////////////////////////////////////////////
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//::
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/*
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BEETLE ELIXIR
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Price (Item Level): 1,350 gp (5th)
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Body Slot: —
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Caster Level: 6th
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Aura: Moderate; (DC 18) transmutation
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Activation: Full-round (manipulation)
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Weight: —
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The viscous liquid in this vial has an oily brown
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color and smells a little like wet leaves.
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Drinking beetle elixir causes your skin to harden,
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darken, and gloss over, and short antennae to
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sprout from your forehead.
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You gain darkvision out to 60 feet and a +2
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enhancement bonus to your existing natural armor.
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(A creature without natural armor has an effective
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natural armor bonus of +0.) These effects last for
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12 hours.
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Prerequisites: Craft Wondrous Item, alter self,
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darkvision, Craft (alchemy) 5 ranks.
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Cost to Create: 675 gp, 54 XP, 2 days
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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 = GetItemActivator();
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string sTargetName = GetName(oTarget);
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object oItem = GetItemActivated();
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string sItemName = GetName(oItem);
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if (GetHasSpellEffect(SPELL_ELIXIR_OF_THE_BEETLE, OBJECT_SELF))
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PRCRemoveSpellEffects(SPELL_ELIXIR_OF_THE_BEETLE, OBJECT_SELF, OBJECT_SELF);
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if(DEBUG) DoDebug("Using "+sItemName+" on "+sTargetName+".");
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// Apply darkvision effect
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effect eDarkvision = EffectBonusFeat(FEAT_DARKVISION);
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effect eVis = EffectVisualEffect(VFX_DUR_AURA_PULSE_BLUE_BLACK);
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// Apply natural armor bonus
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effect eArmor = EffectACIncrease(2, AC_NATURAL_BONUS);
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// Link all effects
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effect eLink = EffectLinkEffects(eDarkvision, eArmor);
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eLink = EffectLinkEffects(eLink, eVis);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, OBJECT_SELF, HoursToSeconds(12));
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} |