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.
		
			
				
	
	
		
			155 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			155 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Produce Flame
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//:: Spell FileName PHS_S_ProduceFla
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Evocation [Fire]
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    Level: Drd 1, Fire 2
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    Components: V, S
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    Casting Time: 1 standard action
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    Range: Personal
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    Effect: Flame in your palm
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    Duration: 1 min./level (D)
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    Saving Throw: None
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    Spell Resistance: Yes
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    Flames as bright as a torch appear in your open hand. The flames harm
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    neither you nor your equipment.
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    In addition to providing illumination, the flames can be hurled or used to
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    touch enemies. To do this, mearly use your caster item to aim the flame. If
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    you are within touch range of a target, you attempt to melee attack them,
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    else, you hurl the flames up to 20M, and attempt to range attack them. You
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    deal fire damage equal to 1d6 +1 point per caster level (maximum +5) for
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    both forms of attack.
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    No sooner do you hurl the flames than a new set appears in your hand, unless
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    the duration has expired. You can throw a total of 1 per caster level.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    Projectile will be able to do the visual.
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    This, as it states, will do a special thing with it.
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    Ok, this is how it'll work:
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    - If cast from a new spell/item/whatever, it sets a new duration effect
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      (and caster level) and also will fire the spell, of course!
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    - If used from caster item, it will fail if not got duration on self, else,
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      it will check times used against caster level (and remove it if need be),
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      and hit the target as above.
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    So, simple really.
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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_PRODUCE_FLAME)) 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 = PHS_GetMetaMagicFeat();
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    int nUses;
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    int nCasterLevel;// = PHS_GetCasterLevel();
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    string sLocal = "PHS_PRODUCE_FLAME";
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    string sUsesLocal = sLocal + "USES";
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    // Check the caster item
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    if(GetTag(GetSpellCastItem()) != PHS_ITEM_CLASS_ITEM)
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    {
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        // New duration effect
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        nCasterLevel = PHS_GetCasterLevel();
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        // Set limit of things back to X, the caster level
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        SetLocalInt(oCaster, sLocal, nCasterLevel);
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        SetLocalInt(oCaster, sUsesLocal, nCasterLevel);
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        float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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        effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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        PHS_ApplyDuration(oTarget, eCessate, fDuration);
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    }
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    else
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    {
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        // Get uses
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        nUses = GetLocalInt(oCaster, sUsesLocal);
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        nCasterLevel = GetLocalInt(oCaster, sLocal);
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        // Have we got duration effect
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        if(!GetHasSpellEffect(PHS_SPELL_PRODUCE_FLAME, oCaster))
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        {
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            FloatingTextStringOnCreature("*Produce flame failed, you are not producing any more flame*", oCaster, FALSE);
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            return;
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        }
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        else if(nUses > 0)
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        {
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            // Check uses
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            nUses = GetLocalInt(oCaster, sUsesLocal);
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            // Take one off
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            nUses--;
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            // Now, check if 0
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            if(nUses <= 0)
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            {
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                // Delete uses
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                DeleteLocalInt(oCaster, sUsesLocal);
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                PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_PRODUCE_FLAME, oCaster);
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            }
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            else
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            {
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                // Set new uses
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                SetLocalInt(oCaster, sUsesLocal, nUses);
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            }
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        }
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        else
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        {
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            PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_PRODUCE_FLAME, oCaster);
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        }
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    }
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    // Do damage! (maybe!)
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    int nTouch;
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    if(GetDistanceToObject(oTarget) <= 2.25)
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    {
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        // Melee
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        nTouch = PHS_SpellTouchAttack(PHS_TOUCH_MELEE, oTarget, TRUE);
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    }
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    else
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    {
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        // Ranged
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        nTouch = PHS_SpellTouchAttack(PHS_TOUCH_RANGED, oTarget, TRUE);
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    }
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    // Damage is 1d6 + 1
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    int nBonus = PHS_LimitInteger(nCasterLevel, 5);
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    int nDam = PHS_MaximizeOrEmpower(6, 1, nMetaMagic, nBonus, nTouch);
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    // Declare effects
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    effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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    // Signal event
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    PHS_SignalSpellCastAt(oTarget, PHS_SPELL_PRODUCE_FLAME);
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    // Touch attack
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    if(nTouch)
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    {
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        // PvP check
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        if(!GetIsReactionTypeFriendly(oTarget))
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        {
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            // Resistance
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            if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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            {
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                // Apply effects
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                PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_FIRE);
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            }
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        }
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    }
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}
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