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.
		
			
				
	
	
		
			65 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			65 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Wolfskin
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//:: Spell FileName XXX_S_Wolfskin
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Transmutation
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    Level: Drd 2, Rgr 3
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    Components: V, S, F
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    Casting Time: 1 standard action
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    Range: Personal
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    Target: You
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    Duration: 1 minute/level (D)
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    Saving Throw: None
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    Spell Resistance: No (harmless)
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    Source: Various (WotC)
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    You take the shape of a normal wolf as if you had the wild shape ability of
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    a 5th-level druid.
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    Focus: The skin of a wolf, dire wolf, werewolf, worg, or winter wolf. The
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    skin melds with your body while the spell is in  effect, and it returns to
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    normal when you assume your own shape.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    Can even use Bioware's own defined Wolf for the Wild Shape ability for this,
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    which is nice.
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    It is not instant - it can still be dispelled normally, well, I interpert
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    it that way.
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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_WOLFSKIN)) return;
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    // Check focus component - Wolf Skin
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    if(!SMP_ComponentFocusItem(SMP_ITEM_WOLFSKIN, "Wolfskin", "Wolfskin")) return;
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    // Declare major variables
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    object oCaster = OBJECT_SELF;
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    object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF
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    int nCasterLevel = SMP_GetCasterLevel();
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    int nMetaMagic = SMP_GetMetaMagicFeat();
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    // Get duration - 1 minute/level
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    float fDuration = SMP_GetDuration(SMP_MINUTES, nCasterLevel, nMetaMagic);
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    // Declare effects
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    effect eVis = EffectVisualEffect(VFX_IMP_POLYMORPH);
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    effect eWolf = EffectPolymorph(POLYMORPH_TYPE_WOLF);// * Same as from nw_s2_wildshape
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    // Signal Spell cast at
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    SMP_SignalSpellCastAt(oTarget, SMP_SPELL_WOLFSKIN, FALSE);
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    // Apply polymorph
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    SMP_ApplyPolymorphDurationAndVFX(oTarget, eVis, eWolf, fDuration);
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}
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