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.
		
			
				
	
	
		
			49 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			49 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| //:://////////////////////////////////////////////
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| //:: Name     Aura of the Sun Heartbeat
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| //:: FileName   sp_aurasunC.nss
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| //:://////////////////////////////////////////////
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| /** @file Aura of the Sun
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| Abjuration [Light]
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| Level: Cleric 4, Paladin 4,
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| Components: V, S, DF,
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| Casting Time: 1 standard action
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| Range: 10 ft.
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| Area: 10-ft.-radius emanation centered on you
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| Duration: 1 round/level (D)
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| Saving Throw: No
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| Spell Resistance: None
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| 
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| By casting aura of the sun, you fill the area around you with warm, glowing light that eliminates natural 
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| shadows and hampers magical darkness.Any creature attempting to cast a spell from the shadow subschool or 
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| a spell with the darkness descriptor within an aura of the sun must succeed on a caster level check (DC 11 +
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| your caster level), or the spell fails. Areas of magical darkness originating from 3rd-level or lower spells 
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| and effects are temporarily suppressed when overlapping with an aura of the sun. Creatures that take penalties 
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| in bright light also take them while within an aura of the sun, and an undead creature takes 1d6 points of positive
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| energy damage at the end of its turn every round that it spends within the spell's area.Furthermore, any creature 
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| attempting to hide within the aura takes a -4 penalty on Hide checks.
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| This effect is centered on you and moves with you.
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| Anyone who enters the aura immediately becomes subject to its effect, but creatures that leave are no longer affected.
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| */
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| //:://////////////////////////////////////////////
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| //:: Created By: Tenjac
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| //:: Created On: 8/10/22
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| //:://////////////////////////////////////////////
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| 
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| #include "prc_sp_func"
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| #include "prc_add_spell_dc"
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| 
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| void main
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| {	
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| 	object oTarget = GetFirstInPersistentObject();
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| 	
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| 	while(GetIsObjectValid(oTarget))
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| 	{
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| 		if(MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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| 		{
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| 			SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_HIT_DIVINE), oTarget);
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| 			SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, d6(1), DAMAGE_TYPE_DIVINE), oTarget);
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| 		}
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| 		oTarget = GetNextInPersistentObject();
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| 	}
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| 	
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| } |