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.
67 lines
2.0 KiB
Plaintext
67 lines
2.0 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Heal Mount
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//:: Spell FileName PHS_S_HealMount
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Conjuration (Healing)
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Level: Pal 3
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Components: V, S
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Casting Time: 1 standard action
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Range: Touch
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Target: Your mount touched
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Duration: Instantaneous
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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This spell functions like heal, but it affects only the paladin’s special
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mount (typically a warhorse).
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Acts as heal, only if the mount if selected.
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A special integer makes this possible. Must also be in the party.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!PHS_SpellHookCheck(PHS_SPELL_HEAL_MOUNT)) return;
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// Declare Major Variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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int nCasterLevel = PHS_GetCasterLevel();
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int nTargetHP = GetCurrentHitPoints(oTarget);
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// Max to heal is 150
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int nMaxHealHarm = PHS_LimitInteger(nCasterLevel * 10, 150);
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int nTouch;
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// Declare effects
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effect eHeal = EffectHeal(nMaxHealHarm);
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effect eHealVis = EffectVisualEffect(VFX_IMP_HEALING_X);
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// Must be the paladin's mount
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if(GetMaster(oTarget) == oCaster &&
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GetLocalInt(oTarget, "PHS_HORSE") == TRUE)
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{
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_HEAL_MOUNT);
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// We remove all the things in a effect loop.
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PHS_HealSpellRemoval(oTarget);
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// Remove fatige
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PHS_RemoveFatigue(oTarget);
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// We heal damage after
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PHS_ApplyInstantAndVFX(oTarget, eHealVis, eHeal);
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}
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}
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