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.
		
			
				
	
	
		
			140 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			140 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//::///////////////////////////////////////////////
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//:: Searing Light
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//:: s_SearLght.nss
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//:: Copyright (c) 2000 Bioware Corp.
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//:://////////////////////////////////////////////
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//:: Focusing holy power like a ray of the sun, you project
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//:: a blast of light from your open palm. You must succeed
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//:: at a ranged touch attack to strike your target. A creature
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//:: struck by this ray of light suffers 1d8 points of damage
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//:: per two caster levels (maximum 5d8). Undead creatures suffer
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//:: 1d6 points of damage per caster level (maximum 10d6), and
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//:: undead creatures particularly vulnerable to sunlight, such
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//:: as vampires, suffer 1d8 points of damage per caster level
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//:: (maximum 10d8). Constructs and inanimate objects suffer only
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//:: 1d6 points of damage per two caster levels (maximum 5d6).
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//:://////////////////////////////////////////////
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//:: Created By: Keith Soleski
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//:: Created On: 02/05/2001
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//:://////////////////////////////////////////////
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//:: VFX Pass By: Preston W, On: June 25, 2001
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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//:: Added hold ray functionality - HackyKid
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#include "prc_sp_func"
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#include "prc_add_spell_dc"
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//Implements the spell impact, put code here
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//  if called in many places, return TRUE if
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//  stored charges should be decreased
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//  eg. touch attack hits
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//
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//  Variables passed may be changed if necessary
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int DoSpell(object oCaster, object oTarget, int nCasterLevel, int nEvent)
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{
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    int nMetaMagic = PRCGetMetaMagicFeat();
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    int nSaveDC = PRCGetSaveDC(oTarget, oCaster);
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    int nPenetr = nCasterLevel + SPGetPenetr();
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    int nDamage;
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    int nMax;
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    effect eDam;
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    effect eVis = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
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    effect eRay = EffectBeam(VFX_BEAM_HOLY, OBJECT_SELF, BODY_NODE_HAND);
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    if(!GetIsReactionTypeFriendly(oTarget))
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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_SEARING_LIGHT));
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        eRay = EffectBeam(VFX_BEAM_HOLY, OBJECT_SELF, BODY_NODE_HAND);
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        //Make an SR Check
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        if (!PRCDoResistSpell(oCaster, oTarget, nPenetr))
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        {
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            //Limit caster level
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            if (nCasterLevel > 10)
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            {
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                nCasterLevel = 10;
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            }
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            //Check for racial type undead
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            if (MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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            {
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                nDamage = d8(nCasterLevel);
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                nMax = 8;
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            }
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            //Check for racial type construct
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            else if (MyPRCGetRacialType(oTarget) == RACIAL_TYPE_CONSTRUCT)
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            {
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                nCasterLevel /= 2;
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                if(nCasterLevel == 0)
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                {
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                    nCasterLevel = 1;
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                }
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                nDamage = d6(nCasterLevel);
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                nMax = 6;
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            }
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            else
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            {
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                nCasterLevel = nCasterLevel/2;
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                if(nCasterLevel == 0)
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                {
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                    nCasterLevel = 1;
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                }
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                nDamage = d8(nCasterLevel);
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                nMax = 8;
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            }
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            //Make metamagic checks
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            if ((nMetaMagic & METAMAGIC_MAXIMIZE))
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            {
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                nDamage = nMax * nCasterLevel;
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            }
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            if ((nMetaMagic & METAMAGIC_EMPOWER))
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            {
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                nDamage = nDamage + (nDamage/2);
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            }
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            nDamage += SpellDamagePerDice(oCaster, nCasterLevel);
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            //Set the damage effect
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            eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_DIVINE);
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            //Apply the damage effect and VFX impact
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            SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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            DelayCommand(0.5, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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            //SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.0);
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        }
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    }
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    SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7,FALSE);
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    return !GetIsReactionTypeFriendly(oTarget);    //return TRUE if spell charges should be decremented
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}
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void main()
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{
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    object oCaster = OBJECT_SELF;
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    int nCasterLevel = PRCGetCasterLevel(oCaster);
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    PRCSetSchool(GetSpellSchool(PRCGetSpellId()));
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    if (!X2PreSpellCastCode()) return;
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    object oTarget = PRCGetSpellTargetObject();
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    int nEvent = GetLocalInt(oCaster, PRC_SPELL_EVENT); //use bitwise & to extract flags
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    if(!nEvent) //normal cast
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    {
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        if (GetLocalInt(oCaster, PRC_SPELL_HOLD) && GetHasFeat(FEAT_EF_HOLD_RAY, oCaster) && oCaster == oTarget)
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        {   //holding the charge, casting spell on self
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            SetLocalSpellVariables(oCaster, 1);   //change 1 to number of charges
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            return;
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        }
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	if (oCaster != oTarget)	//cant target self with this spell, only when holding charge
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	        DoSpell(oCaster, oTarget, nCasterLevel, nEvent);
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    }
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    else
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    {
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        if(nEvent & PRC_SPELL_EVENT_ATTACK)
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        {
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            if(DoSpell(oCaster, oTarget, nCasterLevel, nEvent))
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                DecrementSpellCharges(oCaster);
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        }
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    }
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    PRCSetSchool();
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}
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