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.
		
			
				
	
	
		
			60 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			60 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*:://////////////////////////////////////////////
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| //:: Spell Name Renewal
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| //:: Spell FileName XXX_S_Renewal
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| //:://////////////////////////////////////////////
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| //:: In Game Spell desctiption
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| //:://////////////////////////////////////////////
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|     Transmutation
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|     Level: Sor/Wiz 3
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|     Components: V, S, M
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|     Casting Time: 1 standard action
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|     Range: Touch
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|     Target: Willing living creature touched
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|     Duration: Instantaneous
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|     Saving Throw: None
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|     Spell Resistance: Yes (Harmless)
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|     Source: Various (Sproik)
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| 
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|     The willing subject regains lost hit points as if it had rested for a night,
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|     at 1 hit point per level of the target (though this healing does not restore
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|     temporary ability damage and provide other benefits of resting).
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| 
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|     Material Component: A small pillow.
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| //:://////////////////////////////////////////////
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| //:: Spell Effects Applied / Notes
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| //:://////////////////////////////////////////////
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|     As it seems, this is taken directly from the spell Polymorph :-D
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| 
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|     Therefore, this is fine, even as it is a sorceror/wizard spell.
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| //:://////////////////////////////////////////////
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| //:: Created By: Jasperre
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| //::////////////////////////////////////////////*/
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| 
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| #include "SMP_INC_SPELLS"
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| 
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| void main()
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| {
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|     // Spell Hook Check
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|     if(!SMP_SpellHookCheck(SMP_SPELL_RENEWAL)) return;
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| 
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|     // Declare major variables
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|     object oCaster = OBJECT_SELF;
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|     object oTarget = GetSpellTargetObject();
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|     int nCasterLevel = SMP_GetCasterLevel();
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|     int nHeal;
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| 
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|     // Check if even alive.
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|     if(SMP_GetIsAliveCreature(oTarget, "*You must target a living creature to heal*"))
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|     {
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|         // Get total healing to be done. 1 HP per target HD.
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|         nHeal = GetHitDice(oTarget);
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| 
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|         // Declare what to heal
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|         effect eHeal = EffectHeal(nHeal);
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|         effect eVis = EffectVisualEffect(VFX_IMP_SLEEP);
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| 
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|         // Do the healing and visual
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|         SMP_ApplyInstantAndVFX(oTarget, eVis, eHeal);
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|     }
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| }
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