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.
83 lines
4.4 KiB
Plaintext
83 lines
4.4 KiB
Plaintext
/*
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30/12/19 by Stratovarius
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Ankheg Breastplate Throat Bind
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Green chitin spreads from your breastplate up your neck, blending into your skin there. This thickened skin seems to pulse slowly, in a rhythm unrelated to the beat of your heart or the movement of your breath.
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You gain the ability to spit a line of acid as a standard action. Once per minute, you can emit a line of acid that is 5 feet long plus 5 feet per point of invested essentia.
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Targets in the line take 2d6 points of acid damage plus 1d6 points for every point of invested essentia. They can reduce this damage by half with a successful Reflex save.
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*/
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#include "moi_inc_moifunc"
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void main()
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{
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object oMeldshaper = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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int nEssentia = GetEssentiaInvested(oMeldshaper, MELD_ANKHEG_BREASTPLATE);
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if (!GetLocalInt(oMeldshaper, "AnkhegTimer"))
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{
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//Set the lightning stream to start at the caster's hands
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effect eLightning = EffectBeam(VFX_BEAM_DISINTEGRATE, oMeldshaper, BODY_NODE_CHEST);
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effect eVis = EffectVisualEffect(VFX_IMP_ACID_L);
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effect eDamage;
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location lTarget = GetLocation(oTarget);
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object oNextTarget, oTarget2;
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float fDelay;
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float fDist = 5.0 + (5.0 * nEssentia);
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int nDice = 2 + nEssentia;
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int nMeldshaperLvl = GetMeldshaperLevel(oMeldshaper, CLASS_TYPE_TOTEMIST, MELD_ANKHEG_BREASTPLATE);
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int nCnt = 1;
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int nDamage;
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oTarget2 = GetNearestObject(OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, oMeldshaper, nCnt);
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while(GetIsObjectValid(oTarget2) && GetDistanceToObject(oTarget2) <= FeetToMeters(fDist))
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{
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//Get first target in the lightning area by passing in the location of first target and the casters vector (position)
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oTarget = MyFirstObjectInShape(SHAPE_SPELLCYLINDER, FeetToMeters(fDist), lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, GetPosition(oMeldshaper));
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while (GetIsObjectValid(oTarget))
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{
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//Exclude the caster from the damage effects
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if (oTarget != oMeldshaper && oTarget2 == oTarget)
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oMeldshaper))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oMeldshaper, SPELL_LIGHTNING_BOLT));
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//Make an SR check
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if (!PRCDoResistSpell(oMeldshaper, oTarget, nMeldshaperLvl))
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{
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int nDC = GetMeldshaperDC(oMeldshaper, CLASS_TYPE_TOTEMIST, MELD_ANKHEG_BREASTPLATE);
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//Roll damage
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nDamage = d6(nDice);
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//Adjust damage based on Reflex Save, Evasion and Improved Evasion
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_ELECTRICITY);
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if(nDamage > 0)
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{
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eDamage = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_ACID);
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fDelay = PRCGetSpellEffectDelay(GetLocation(oTarget), oTarget);
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//Apply VFX impcat, damage effect and lightning effect
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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}
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLightning, oTarget, 1.0, FALSE);
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//Set the currect target as the holder of the lightning effect
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oNextTarget = oTarget;
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eLightning = EffectBeam(VFX_BEAM_DISINTEGRATE, oNextTarget, BODY_NODE_CHEST);
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}
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}
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//Get the next object in the lightning cylinder
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oTarget = MyNextObjectInShape(SHAPE_SPELLCYLINDER, FeetToMeters(fDist), lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, GetPosition(oMeldshaper));
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}
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nCnt++;
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oTarget2 = GetNearestObject(OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, oMeldshaper, nCnt);
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}
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SetLocalInt(oMeldshaper, "AnkhegTimer", TRUE);
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DelayCommand(60.0, DeleteLocalInt(oMeldshaper, "AnkhegTimer"));
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}
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} |