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.
		
			
				
	
	
		
			39 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			39 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*
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| 1/03/21 by Stratovarius
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| 
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| Dahlver Nar, the Tortured One
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|   
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| Once a human binder, Dahlver-Nar now grants powers just as other vestiges do. He gives his summoners tough skin, a frightening moan, protections against madness, 
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| and the ability to share injuries with allies.
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|   
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| Maddening Moan: You can emit a frightful moan as a standard action. Every creature within a 30-foot spread must succeed on a Will save or be dazed for 1 round. 
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| Once you have used this ability, you cannot do so again for 5 rounds. Maddening moan is a mind-affecting sonic ability.
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| */
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| 
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| #include "bnd_inc_bndfunc"
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| 
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| void main()
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| {
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|     object oBinder = OBJECT_SELF;
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|     int nDC = GetBinderDC(oBinder, VESTIGE_DAHLVERNAR);
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|     if(!BindAbilCooldown(oBinder, GetSpellId(), VESTIGE_DAHLVERNAR)) return;
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| 
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|     location lTarget = GetLocation(oBinder);
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|     //ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_HOWL_ODD), oBinder);
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|     ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_INSANITY), oBinder);
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|     // Use the function to get the closest creature as a target
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|     object oAreaTarget = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(30.0), lTarget, TRUE, OBJECT_TYPE_CREATURE);
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|     while(GetIsObjectValid(oAreaTarget))
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|     {
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|         if(oAreaTarget != oBinder) // Everyone
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|         {
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| 			if(!PRCMySavingThrow(SAVING_THROW_WILL, oAreaTarget, nDC, SAVING_THROW_TYPE_SONIC))
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| 			{
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| 	        	ApplyEffectToObject(DURATION_TYPE_TEMPORARY, SupernaturalEffect(EffectDazed()), oAreaTarget, 6.0);
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| 	        	ApplyEffectToObject(DURATION_TYPE_TEMPORARY, SupernaturalEffect(EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE)), oAreaTarget, 6.0);
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| 	        }	
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|         }
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|     //Select the next target within the spell shape.
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|     oAreaTarget = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(30.0), lTarget, TRUE, OBJECT_TYPE_CREATURE);
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|     }
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| } |