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.
		
			
				
	
	
		
			71 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			71 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*
 | |
|    ----------------
 | |
|    Immortal Fortitude
 | |
| 
 | |
|    tob_dvsp_imfort
 | |
|    ----------------
 | |
| 
 | |
|    29/09/07 by Stratovarius
 | |
| */ /** @file
 | |
| 
 | |
|     Immortal Fortitude
 | |
| 
 | |
|     Devoted Spirit (Stance)
 | |
|     Level: Crusader 8
 | |
|     Prerequisite: Three Devoted Spirit maneuvers
 | |
|     Initiation Action: 1 Swift Action
 | |
|     Range: Personal
 | |
|     Target: You
 | |
|     Duration: Stance
 | |
| 
 | |
|     Despite the horrific wounds you suffer, the flash of searing spells and the crash of a foe's
 | |
|     mighty attacks, you stand resolute on the field. So long as the potential for victory exists
 | |
|     you fight on.
 | |
|     
 | |
|     While you remain in this stance, you cannot be killed through loss of hitpoints. Other effects,
 | |
|     such as death spells, may still kill you. If you take damage that would reduce you below 0 hit points,
 | |
|     you must make a Fortitude save or die. If you succeed, you have 1 hit point remaining. After enduring
 | |
|     three saves, the stance ends.
 | |
| */
 | |
| 
 | |
| #include "tob_inc_move"
 | |
| #include "tob_movehook"
 | |
| 
 | |
| void FaithfulAvenger(object oInitiator);
 | |
| 
 | |
| void FaithfulAvenger(object oInitiator)
 | |
| {
 | |
| 	if(GetHasSpellEffect(MOVE_DS_IMMORTAL_FORTITUDE, oInitiator))
 | |
| 	{
 | |
| 		ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectTemporaryHitpoints(GetLevelByClass(CLASS_TYPE_CRUSADER, oInitiator)), oInitiator, 6.0);
 | |
| 		DelayCommand(6.0, FaithfulAvenger(oInitiator));
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void main()
 | |
| {
 | |
|     if (!PreManeuverCastCode())
 | |
|     {
 | |
|     // If code within the PreManeuverCastCode (i.e. UMD) reports FALSE, do not run this spell
 | |
|         return;
 | |
|     }
 | |
| 
 | |
| // End of Spell Cast Hook
 | |
| 
 | |
|     object oInitiator    = OBJECT_SELF;
 | |
|     object oTarget       = PRCGetSpellTargetObject();
 | |
|     struct maneuver move = EvaluateManeuver(oInitiator, oTarget);
 | |
| 
 | |
|     if(move.bCanManeuver)
 | |
|     {
 | |
| 		object oItem = GetItemInSlot(INVENTORY_SLOT_CHEST, oTarget);
 | |
| 		// Add the OnHit
 | |
| 		IPSafeAddItemProperty(oItem, ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1), 9999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
 | |
|         effect eDur = EffectVisualEffect(VFX_DUR_BLUESHIELDPROTECT);
 | |
|         SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, SupernaturalEffect(eDur), oTarget, 9999.0);
 | |
|         // Need to be immortal
 | |
|         SetImmortal(oTarget, TRUE);
 | |
|         // If holding Faithful Avenger and not initiating the stance from the free uses
 | |
|         if(GetItemPossessedBy(oTarget, "WOL_Faithful") == GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oTarget) && GetHasManeuver(MOVE_DS_IMMORTAL_FORTITUDE, CLASS_TYPE_CRUSADER, oTarget)) FaithfulAvenger(oTarget);
 | |
|     }
 | |
| } |