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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| 
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| Dusk and Dawn, OnExit
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| 
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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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| 
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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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| 
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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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| 
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| #include "shd_inc_shdfunc"
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| 
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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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| 
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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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