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.
85 lines
3.7 KiB
Plaintext
85 lines
3.7 KiB
Plaintext
//:://////////////////////////////////////////////
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//:: FileName: "ss_ep_anarchys"
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/* Purpose: Anarchy's Call - all non-chaotic targets are confused, and all
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chaotic targets get 5 attacks per round and +10 saves vs. law.
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Non-chaotic casters have alignment shift to law by d10, and spell fails.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Boneshank
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//:: Last Updated On: March 12, 2004
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//:://////////////////////////////////////////////
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#include "prc_alterations"
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#include "inc_epicspells"
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//#include "prc_add_spell_dc"
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//#include "x2_inc_spellhook"
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_ENCHANTMENT);
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if (!X2PreSpellCastCode())
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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return;
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}
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if (GetCanCastSpell(OBJECT_SELF, SPELL_EPIC_ANARCHY))
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{
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int nCasterLevel = GetTotalCastingLevel(OBJECT_SELF);
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float fDuration = RoundsToSeconds(20);
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effect eVis = EffectVisualEffect(VFX_FNF_HOWL_MIND );
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effect eConf = PRCEffectConfused();
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eAtt = EffectModifyAttacks(5);
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effect eST = EffectSavingThrowIncrease(SAVING_THROW_ALL, 10,
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SAVING_THROW_TYPE_LAW);
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effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eVis, eConf);
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eLink = EffectLinkEffects(eLink, eDur);
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effect eLink2 = EffectLinkEffects(eAtt, eVis);
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eLink2 = EffectLinkEffects(eLink2, eDur2);
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eLink2 = EffectLinkEffects(eLink2, eST);
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float fDelay;
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// Chaotic casters cast normally. All others go to ELSE.
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if (GetAlignmentLawChaos(OBJECT_SELF) == ALIGNMENT_CHAOTIC)
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{
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE,
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RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF), TRUE);
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while(GetIsObjectValid(oTarget))
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{
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fDelay = PRCGetRandomDelay();
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if (GetAlignmentLawChaos(oTarget) != ALIGNMENT_CHAOTIC)
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{
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF,
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SPELL_CONFUSION));
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if(!PRCDoResistSpell(OBJECT_SELF, oTarget, GetTotalCastingLevel(OBJECT_SELF)+SPGetPenetr(OBJECT_SELF), fDelay))
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{
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int nSaveDC = GetEpicSpellSaveDC(OBJECT_SELF, oTarget, SPELL_EPIC_ANARCHY);
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nSaveDC,
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SAVING_THROW_TYPE_NONE, OBJECT_SELF, fDelay))
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{
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DelayCommand(fDelay, SPApplyEffectToObject
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(DURATION_TYPE_TEMPORARY, eLink, oTarget,
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fDuration, TRUE, -1, GetTotalCastingLevel(OBJECT_SELF)));
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}
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}
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}
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else
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DelayCommand(fDelay, SPApplyEffectToObject
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(DURATION_TYPE_TEMPORARY, eLink2, oTarget, fDuration, TRUE, -1, GetTotalCastingLevel(OBJECT_SELF)));
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oTarget = GetNextObjectInShape(SHAPE_SPHERE,
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RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF), TRUE);
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}
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}
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else // A non-chaotic caster will sway towards chaos on a casting.
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{
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FloatingTextStringOnCreature("*Spell fails. You are not chaotic*",
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OBJECT_SELF, FALSE);
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AdjustAlignment(OBJECT_SELF, ALIGNMENT_CHAOTIC, d10(), FALSE);
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}
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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}
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