Changed folder name.
Changed folder name.
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140
_module/nss/powerimmortal.nss
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140
_module/nss/powerimmortal.nss
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//:: Script Name "powerimmortal"
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////////////////////////////////////
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//Created by Genisys / Guile 6/14/08
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////////////////////////////////////
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/*
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This script is fired from another
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script with the command function
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ExecuteScript("powerimmortal", oPC);
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Where oPC must be defined there.
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Here OBJECT_SELF = oPC because
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the script which fired this one
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makes oPC the caller of this script.
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Needless to say, I felt immortality needed to be a very special thing,
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even more powerful than anything in the module, and it should be a
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very major quest to obtain it, preferrably a very hard quest too.
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Immortals with this script gain many powers that make them more or less
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godlike in many ways, & every class gains a benefit from these powers.
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*/
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////////////////////////////////////
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void main()
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{
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object oPC = OBJECT_SELF;
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effect eEffect;
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//IMPORTANT: If you wish to diable anything type // before ApplyEffect....
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//All special effects are commented in green below in groups..
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//NOTE All Immortals should be VERY powerful and hard to kill!
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//After all they are Gods (more or less).
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//Imortals are identified by a blue/white glowing
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eEffect = EffectVisualEffect(VFX_DUR_BLUR);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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//They also have the permanent effect of Premonition
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eEffect = EffectVisualEffect(VFX_DUR_PROT_PREMONITION);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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//They regenerate 2 x faster than a vampire..
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eEffect = EffectRegenerate(8, 6.0);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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//They have permanent damage reduction +10 / 20 (no limit on damage!)
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eEffect = EffectDamageReduction(20, DAMAGE_POWER_PLUS_TEN, 0);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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//They are permanently hasted (without gear)
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eEffect = EffectHaste();
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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//They can see anything..
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eEffect = EffectTrueSeeing();
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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//They are extremely hard to hit!
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eEffect = EffectConcealment(50);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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//They are immune to Critical Hits and Sneak Attacks..
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eEffect = EffectImmunity(IMMUNITY_TYPE_CRITICAL_HIT);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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//They are immune to ALL death magic..
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eEffect = EffectImmunity(IMMUNITY_TYPE_DEATH);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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//They cannot lose levels by magic or powers..
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eEffect = EffectImmunity(IMMUNITY_TYPE_NEGATIVE_LEVEL);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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//They cannot lose levels by magic or powers..
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eEffect = EffectImmunity(IMMUNITY_TYPE_NEGATIVE_LEVEL);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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//They are not effected by Ability Decrease effects
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eEffect = EffectImmunity(IMMUNITY_TYPE_MIND_SPELLS);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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//They are cannot be knocked down by any means..
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eEffect = EffectImmunity(IMMUNITY_TYPE_KNOCKDOWN);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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//Their Spell Resistance cannot be lowered
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eEffect = EffectImmunity(IMMUNITY_TYPE_SPELL_RESISTANCE_DECREASE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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//They permanently have the effects of Freedom..
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eEffect = EffectImmunity(IMMUNITY_TYPE_MOVEMENT_SPEED_DECREASE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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eEffect = EffectImmunity(IMMUNITY_TYPE_ENTANGLE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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eEffect = EffectImmunity(IMMUNITY_TYPE_PARALYSIS);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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eEffect = EffectSpellImmunity(SPELL_HARM);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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eEffect = EffectSpellImmunity(SPELL_FLESH_TO_STONE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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eEffect = EffectSpellImmunity(SPELL_WORD_OF_FAITH);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oPC);
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if(GetImmortal(oPC)==FALSE)
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{
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//Note: I turned this off because it makes them unkillable by any means..
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//If you wish immortals to be truly immortal...
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//delete the // at the beinning of the line below.
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//SetImmortal(oPC, TRUE);
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}
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//Script end..
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}
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