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.
		
			
				
	
	
		
			66 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*
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   Ectoplasmic Shambler, Heartbeat
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   psi_pow_eshamc
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   ----------------
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   23/2/04 by Stratovarius
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*/ /** @file
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    Ectoplasmic Shambler, OnHeartbeat
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    Metacreativity (Creation)
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    Level: Psion/wilder 5
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    Manifesting Time: 1 round
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    Range: Long (400 ft. + 40 ft./level)
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    Effect: One ectoplasmic manifestation of 10m radius
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    Duration: 1 min./level
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    Saving Throw: None
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    Power Resistance: No
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    Power Points: 9
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    Metapsionics: Extend, Twin, Widen
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    You fashion an ephemeral mass of pseudo-living ectoplasm called an
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    ectoplasmic shambler. As the consistency of the ectoplasmic shambler is
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    that of thick mist, those within the shambler are blinded. In addition,
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    manifesting powers (or casting spells) within the shambler is difficult
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    due to the constant turbulence felt by those caught in the shambler’s form.
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    Creatures enveloped by the shambler, regardless of Armor Class, take 1 point
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    of damage for every two manifester levels you have in each round they become
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    or remain within the roiling turbulence of the shambler. Anyone trying to
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    manifest a power must make a Concentration check (DC 15 + power’s or spell’s
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    level) to successfully manifest a power or cast a spell inside the shambler.
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*/
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#include "psi_inc_psifunc"
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#include "psi_inc_pwresist"
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#include "psi_spellhook"
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#include "prc_inc_spells"
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void main()
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{
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    object oAoE     = OBJECT_SELF;
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    object oCreator = GetAreaOfEffectCreator();
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    int nDamage     = GetLocalInt(oAoE, "PRC_EctoShambler_Damage");
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    effect eDamage  =                            EffectDamage(nDamage, DAMAGE_TYPE_MAGICAL);
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           eDamage  = EffectLinkEffects(eDamage, EffectVisualEffect(VFX_IMP_HEAD_MIND));
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    // Loop over creatures inside the AoE
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    object oTarget = GetFirstInPersistentObject(oAoE, OBJECT_TYPE_CREATURE);
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    while(GetIsObjectValid(oTarget))
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    {
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    	if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, GetAreaOfEffectCreator()))
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    	{
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		// Let the AI know
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        	PRCSignalSpellEvent(oTarget, TRUE, POWER_ECTOSHAMBLER, oCreator);
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        	SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
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        }
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        //Select the next target within the spell shape.
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        oTarget = GetNextInPersistentObject(oAoE, OBJECT_TYPE_CREATURE);
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    }
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}
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