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.
		
			
				
	
	
		
			41 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			41 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//////////////////////////////////////////////////////////
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// Flash Pellet
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// sp_flashpllt.nss
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/////////////////////////////////////////////////////////
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/*
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Flash Pellet: This tiny brittle object is often disguised
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as a button or other decoration. You can throw a flash
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pellet as a ranged attack with a range increment of 5
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feet. When thrown against a hard surface, it bursts with
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a bright flash of light. All creatures within a 5-foot-radius
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burst must succeed on a DC 15 Fortitude save or be
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blinded for 1 round and dazzled for 1 round after that.*/
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#include "prc_inc_spells"
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void main()
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{
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        location lLoc = PRCGetSpellTargetLocation();
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        effect eVis = EffectVisualEffect(VFX_IMP_SUPER_HEROISM);
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        effect eImp = EffectVisualEffect(VFX_IMP_BLIND_DEAF_M );
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        effect eBlind = EffectBlindness();
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        // -1 attack, search, and spot
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        effect eDazzle = EffectDazzle();
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        //Explosion vis
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        ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, lLoc);
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        object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(5.0), lLoc, TRUE, OBJECT_TYPE_CREATURE);
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        while(GetIsObjectValid(oTarget))
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        {                
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                if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, 15, SAVING_THROW_TYPE_NONE))
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                {
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                        ApplyEffectToObject(DURATION_TYPE_INSTANT, eImp, oTarget);
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                        ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBlind, oTarget, RoundsToSeconds(1));
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                        DelayCommand(RoundsToSeconds(1), ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDazzle, oTarget, RoundsToSeconds(1)));
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                }
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                oTarget = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(5.0), lLoc, TRUE, OBJECT_TYPE_CREATURE);
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        }
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}      |