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.
		
			
				
	
	
		
			63 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			63 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Mage Armor, Lesser
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//:: Spell FileName XXX_S_MageArmLes
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Conjuration (Creation) [Force]
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    Level: Sor/Wiz 0
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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: Creature touched
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    Duration: 3 rounds + 1 round/level (D)
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    Saving Throw: Will Negates (Harmless)
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    Spell Resistance: Yes (Harmless)
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    Source: Various (Capn Charlie)
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    An invisible but tangible field of force surrounds the subject of a
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    lesser mage armor spell, providing a +1 armor bonus to AC. Unlike mundane
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    armor, mage armor entails no armor check penalty or arcane spell failure
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    chance.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    A lesser version, a cantrip, +1 AC instead of +4, and a much lower duration.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "SMP_INC_SPELLS"
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void main()
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{
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    // Spell Hook Check.
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    if(!SMP_SpellHookCheck(SMP_SPELL_MAGE_ARMOR_LESSER)) 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 nMetaMagic = SMP_GetMetaMagicFeat();
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    int nCasterLevel = SMP_GetCasterLevel();
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    // 3 + 1 Round/level
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    float fDuration = SMP_GetDuration(SMP_ROUNDS, nCasterLevel + 3, nMetaMagic);
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    // Delcare effects
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    effect eVis = EffectVisualEffect(VFX_IMP_AC_BONUS);
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    effect eAC = EffectACIncrease(1, AC_ARMOUR_ENCHANTMENT_BONUS);
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    effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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    // Link effects
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    effect eLink = EffectLinkEffects(eAC, eCessate);
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    // Remove previous castings
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    SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_MAGE_ARMOR_LESSER, oTarget);
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    // Signal spell cast at
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    SMP_SignalSpellCastAt(oTarget, SMP_SPELL_MAGE_ARMOR_LESSER, FALSE);
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    // Apply effects
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    SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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