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.
		
			
				
	
	
		
			131 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			131 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//::///////////////////////////////////////////////
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//:: Hammer of the Gods
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//:: [NW_S0_HammGods.nss]
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//:: Copyright (c) 2000 Bioware Corp.
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//:://////////////////////////////////////////////
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//:: Does 1d8 damage to all enemies within the
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//:: spells 20m radius and dazes them if a
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//:: Will save is failed.
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Jan 12, 2001
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//:://////////////////////////////////////////////
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//:: VFX Pass By: Preston W, On: June 21, 2001
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//:: Update Pass By: Preston W, On: Aug 1, 2001
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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#include "prc_inc_spells"  
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#include "prc_add_spell_dc"
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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_EVOCATION);
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/*
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  Spellcast Hook Code
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  Added 2003-06-20 by Georg
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  If you want to make changes to all spells,
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  check x2_inc_spellhook.nss to find out more
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*/
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    if (!X2PreSpellCastCode())
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    {
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    // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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        return;
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    }
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// End of Spell Cast Hook
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    //Declare major variables
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    int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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    int nCasterLvl = CasterLvl;
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    int nMetaMagic = PRCGetMetaMagicFeat();
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    effect eDam;
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    effect eDaze = EffectDazed();
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    effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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    effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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    effect eLink = EffectLinkEffects(eMind, eDaze);
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    eLink = EffectLinkEffects(eLink, eDur);
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    effect eVis = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_HOLY);
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    effect eStrike = EffectVisualEffect(VFX_FNF_STRIKE_HOLY);
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    float fDelay;
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    int nDamageDice = nCasterLvl/2;
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    if(nDamageDice == 0)
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    {
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        nDamageDice = 1;
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    }
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    //Limit caster level
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    if (nDamageDice > 5)
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    {
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        nDamageDice = 5;
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    }
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    int nDamage;
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    int nPenetr = CasterLvl +SPGetPenetr();
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    //Apply the holy strike VFX
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    ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eStrike, PRCGetSpellTargetLocation());
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    object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, PRCGetSpellTargetLocation());
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    while (GetIsObjectValid(oTarget))
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    {
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       //Make faction checks
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        if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF))
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        {
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            //Fire cast spell at event for the specified target
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            SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_HAMMER_OF_THE_GODS));
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            //Make SR Check
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            if (!PRCDoResistSpell(OBJECT_SELF, oTarget,nPenetr))
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            {
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                fDelay = PRCGetRandomDelay(0.6, 1.3);
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                //Roll damage
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                nDamage = d8(nDamageDice);
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                //Make metamagic checks
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                if ((nMetaMagic & METAMAGIC_MAXIMIZE))
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                {
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                    nDamage = 8 * nDamageDice;
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                }
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                if ((nMetaMagic & METAMAGIC_EMPOWER))
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                {
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                    nDamage = FloatToInt( IntToFloat(nDamage) * 1.5 );
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                }
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                nDamage += SpellDamagePerDice(OBJECT_SELF, nDamageDice);
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                int nDC = PRCGetSaveDC(oTarget,OBJECT_SELF);
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                //Make a will save for half damage and negation of daze effect
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                if (PRCMySavingThrow(SAVING_THROW_WILL, oTarget, (nDC), SAVING_THROW_TYPE_DIVINE, OBJECT_SELF, 0.5))
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                {
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                    nDamage = nDamage / 2;
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                }
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                else if (GetHasMettle(oTarget, SAVING_THROW_WILL)) // Ignores partial effects
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                {
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                	nDamage = 0;
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                }
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                else
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                {
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                    //Apply daze effect
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                    DelayCommand(0.5, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(d6()),TRUE,-1,CasterLvl));
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                }
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                //Set damage effect
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                eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_DIVINE );
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                //Apply the VFX impact and damage effect
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                DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, 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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        //Get next target in shape
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        oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, PRCGetSpellTargetLocation());
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    }
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the local integer storing the spellschool name
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}
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