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.
57 lines
2.2 KiB
Plaintext
57 lines
2.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Divine Trickery
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//:: NW_S2_DivTrick.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Grants the user a bonus to Search, Disable Traps,
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Move Silently, Open Lock , Pick Pockets
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Set Trap for 5 Turns + Chr Mod
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: November 9, 2001
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//:://////////////////////////////////////////////
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#include "inc_newspellbook"
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#include "prc_inc_domain"
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void main()
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{
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object oTarget = PRCGetSpellTargetObject();
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// Used by the uses per day check code for bonus domains
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if (!DecrementDomainUses(PRC_DOMAIN_TRICKERY, oTarget)) return;
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int nDuration = 5 + GetAbilityModifier(ABILITY_CHARISMA);
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int nLevel = GetLevelByClass(CLASS_TYPE_CLERIC);
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nLevel = 1 + nLevel/2;
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//Declare major variables
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effect eSearch = EffectSkillIncrease(SKILL_SEARCH, nLevel);
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effect eDisable = EffectSkillIncrease(SKILL_DISABLE_TRAP, nLevel);
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effect eMove = EffectSkillIncrease(SKILL_MOVE_SILENTLY, nLevel);
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effect eOpen = EffectSkillIncrease(SKILL_OPEN_LOCK, nLevel);
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effect ePick = EffectSkillIncrease(SKILL_PICK_POCKET, nLevel);
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effect eHide = EffectSkillIncrease(SKILL_HIDE, nLevel);
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effect ePers = EffectSkillIncrease(SKILL_PERSUADE, nLevel);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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//Link Effects
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effect eLink = EffectLinkEffects(eSearch, eDisable);
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eLink = EffectLinkEffects(eLink, eMove);
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eLink = EffectLinkEffects(eLink, eOpen);
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eLink = EffectLinkEffects(eLink, ePick);
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eLink = EffectLinkEffects(eLink, eHide);
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eLink = EffectLinkEffects(eLink, ePers);
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eLink = EffectLinkEffects(eLink, eDur);
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effect eVis = EffectVisualEffect(VFX_IMP_MAGICAL_VISION);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_DIVINE_TRICKERY, FALSE));
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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