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.
		
			
				
	
	
		
			50 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			50 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*
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| 03/03/21 by Stratovarius
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| 
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| Buer, Grandmother Huntress
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|   
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| Buer grants binders superior healing as well as powers against poisons and diseases.
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| 
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| Vestige Level: 4th
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| Binding DC: 20
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| Special Requirement: Buer requires that her seal be drawn outdoors.
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| 
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| Influence: Under Buer’s influence, you are plagued by momentary memory lapses. For an instant, you might forget even a piece of information as familiar as the 
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| name of a friend or family member. Furthermore, since Buer abhors the needless death of living creatures other than animals and vermin, the first melee 
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| attack you make against such a foe must be for nonlethal damage. In addition, Buer requires that you not make any coup de grace attacks.
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| 
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| Granted Abilities: 
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| Buer grants you healing powers, the ability to ignore toxins and ailments, and skills that help you navigate the natural world.
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| 
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| Delay Diseases and Poisons: Each ally within 30 feet of you gains immunity to poison and disease. 
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| 
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| OnExit
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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 oCreator = GetAreaOfEffectCreator();
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|     object oTarget  = GetExitingObject();
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| 
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|     // Loop over effects, removing the ones from this power
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|     effect eAOE;
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|     if(GetHasSpellEffect(VESTIGE_BUER, oTarget))
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|     {
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|         eAOE = GetFirstEffect(oTarget);
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|         while(GetIsEffectValid(eAOE))
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|         {
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|             if(GetEffectCreator(eAOE) == oCreator     &&
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|                GetEffectSpellId(eAOE) == VESTIGE_BUER &&
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|                oTarget != oCreator
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|                )
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|             {
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|                 RemoveEffect(oTarget, eAOE);
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|             }
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|             // Get next effect on the target
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|             eAOE = GetNextEffect(oTarget);
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|         }// end while - Effect loop
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|     }// end if - Target has been affected at all
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| }
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