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.
		
			
				
	
	
		
			61 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			61 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*
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   Ectoplasmic Sheen, OnHeartbeat
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   psi_pow_greasec
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   ----------------
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   30/10/04 by Stratovarius
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*/ /** @file
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    Ectoplasmic Sheen, OnHeartbeat
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    Metacreativity (Creation)
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    Level: Psion/wilder 1
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    Manifesting Time: 1 standard action
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    Range: Close (25 ft. + 5 ft./2 levels)
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    Target or Area: 10-ft. square
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    Duration: 1 round/level
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    Saving Throw: See text
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    Power Resistance: No
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    Power Points: 1
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    Metapsionics: Extend
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    You create a pool of ectoplasm across the floor that inhibits motion and can cause people to slow down.
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    This functions as the spell grease.
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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_alterations"
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void main()
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{
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    object oCreator = GetAreaOfEffectCreator();
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    object oAoE     = OBJECT_SELF;
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    object oTarget;
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    int nDC         = GetLocalInt(oAoE, "PRC_EctoSheen_DC");
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    effect eFall    = EffectKnockdown();
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    float fDelay;
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    // Loop over objects in the AoE
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    oTarget = GetFirstInPersistentObject();
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    while(GetIsObjectValid(oTarget))
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    {
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        if(!GetHasFeat(FEAT_WOODLAND_STRIDE, oTarget) && (GetCreatureFlag(oTarget, CREATURE_VAR_IS_INCORPOREAL) != TRUE))
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        {
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            if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oCreator))
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            {
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                fDelay = PRCGetRandomDelay(0.0, 2.0);
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                if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_NONE, oCreator, fDelay))
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                {
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                    DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFall, oTarget, 4.0, FALSE));
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                }// end if - Reflex to not fall down
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            }// end if - Difficulty limitations
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        }// end if - Immunity check
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        // Get next target
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        oTarget = GetNextInPersistentObject();
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    }// end while - Target loop
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}
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