2026/05/07 Update
Hospitaler had incorrect epic bonus feat progression Hospitaler had incorrect bonus feat list. Hospitaler was missing Ride from its skill list. Runecaster had incorrect epic bonus feat progression Runecaster had incorrect bonus feat list. Warmage Edge should work with magic staves. Added PRC_RETH_DEKALA_AURA_HOSTILE_ONLY switch and modified Vilefire aura to use it. Spells that use DoCone() should now respect Mastery of Shaping. Removed Hospitaler from list of classes that use the Fighter Bonus Feat list. ExtraordinarySpellAim() now handles persistent AoEs Acid Fog, Blade Barrier, Creeping Doom, Grease, Incindiary Cloud, Wall of Fire, Wall of Frost, Prismatic Wall, Prismatic Sphere, Sleet Storm and Spike Growth now respect Extraordinary Spell Aim.
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@@ -28,21 +28,36 @@ void main()
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PRCSetSchool(SPELL_SCHOOL_CONJURATION);
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//Declare major variables
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object oCaster = GetAreaOfEffectCreator();
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object aoeCreator = GetAreaOfEffectCreator();
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object oTarget = GetEnteringObject();
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int nMetaMagic = PRCGetMetaMagicFeat();
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effect eVis = EffectVisualEffect(VFX_IMP_ACID_S);
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effect eSlow = EffectMovementSpeedDecrease(50);
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float fDelay = PRCGetRandomDelay(1.0, 2.2);
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int nPenetr = GetLocalInt(OBJECT_SELF, "X2_AoE_Caster_Level") + SPGetPenetr(oCaster);
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int nPenetr = GetLocalInt(OBJECT_SELF, "X2_AoE_Caster_Level") + SPGetPenetr(aoeCreator);
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// Check Extraordinary Spell Aim
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if(GetHasFeat(FEAT_EXTRAORDINARY_SPELL_AIM, aoeCreator)
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&& GetIsFriend(oTarget, aoeCreator))
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{
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string sTargetID = ObjectToString(oTarget);
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if(!GetLocalInt(OBJECT_SELF, "ExtraordinarySpellAim_" + sTargetID))
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{
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if(GetIsSkillSuccessful(aoeCreator, SKILL_SPELLCRAFT, 25 + PRCGetSpellLevel(aoeCreator, SPELL_ACID_FOG)))
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{
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SetLocalInt(OBJECT_SELF, "ExtraordinarySpellAim_" + sTargetID, TRUE);
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return; // Target excluded
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}
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}
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}
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oCaster))
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, aoeCreator))
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{
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//Fire cast spell at event for the target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, SPELL_ACID_FOG));
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SignalEvent(oTarget, EventSpellCastAt(aoeCreator, SPELL_ACID_FOG));
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//Spell resistance check
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if(!PRCDoResistSpell(oCaster, oTarget, nPenetr, fDelay))
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if(!PRCDoResistSpell(aoeCreator, oTarget, nPenetr, fDelay))
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{
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//Roll Damage
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//Enter Metamagic conditions
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@@ -52,9 +67,9 @@ void main()
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if (nMetaMagic & METAMAGIC_EMPOWER)
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nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
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// Acid Sheath adds +1 damage per die to acid descriptor spells
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if (GetHasDescriptor(SPELL_ACID_FOG, DESCRIPTOR_ACID) && GetHasSpellEffect(SPELL_MESTILS_ACID_SHEATH, oCaster))
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if (GetHasDescriptor(SPELL_ACID_FOG, DESCRIPTOR_ACID) && GetHasSpellEffect(SPELL_MESTILS_ACID_SHEATH, aoeCreator))
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nDamage += 2;
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nDamage += SpellDamagePerDice(oCaster, 2);
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nDamage += SpellDamagePerDice(aoeCreator, 2);
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//slowing effect
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eSlow, oTarget,0.0f,FALSE);
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@@ -97,21 +112,21 @@ void main()
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PRCSetSchool(SPELL_SCHOOL_CONJURATION);
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//Declare major variables
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object oCaster = GetAreaOfEffectCreator();
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object aoeCreator = GetAreaOfEffectCreator();
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object oTarget = GetEnteringObject();
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int nMetaMagic = PRCGetMetaMagicFeat();
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effect eVis = EffectVisualEffect(VFX_IMP_ACID_S);
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effect eSlow = EffectMovementSpeedDecrease(50);
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float fDelay = PRCGetRandomDelay(1.0, 2.2);
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int nPenetr = GetLocalInt(OBJECT_SELF, "X2_AoE_Caster_Level") + SPGetPenetr(oCaster);
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int nPenetr = GetLocalInt(OBJECT_SELF, "X2_AoE_Caster_Level") + SPGetPenetr(aoeCreator);
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oCaster))
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, aoeCreator))
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{
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//Fire cast spell at event for the target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, SPELL_ACID_FOG));
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SignalEvent(oTarget, EventSpellCastAt(aoeCreator, SPELL_ACID_FOG));
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//Spell resistance check
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if(!PRCDoResistSpell(oCaster, oTarget, nPenetr, fDelay))
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if(!PRCDoResistSpell(aoeCreator, oTarget, nPenetr, fDelay))
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{
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//Roll Damage
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//Enter Metamagic conditions
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@@ -121,11 +136,11 @@ void main()
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if (nMetaMagic & METAMAGIC_EMPOWER)
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nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
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// Acid Sheath adds +1 damage per die to acid descriptor spells
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if (GetHasDescriptor(SPELL_ACID_FOG, DESCRIPTOR_ACID) && GetHasSpellEffect(SPELL_MESTILS_ACID_SHEATH, oCaster))
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if (GetHasDescriptor(SPELL_ACID_FOG, DESCRIPTOR_ACID) && GetHasSpellEffect(SPELL_MESTILS_ACID_SHEATH, aoeCreator))
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nDamage += 2;
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nDamage += SpellDamagePerDice(oCaster, 2);
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nDamage += SpellDamagePerDice(aoeCreator, 2);
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//Make a Fortitude Save to avoid the effects of the movement hit.
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (PRCGetSaveDC(oTarget,oCaster)), SAVING_THROW_TYPE_ACID, oCaster, fDelay))
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (PRCGetSaveDC(oTarget,aoeCreator)), SAVING_THROW_TYPE_ACID, aoeCreator, fDelay))
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{
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//slowing effect
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eSlow, oTarget,0.0f,FALSE);
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