Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
67 lines
2.0 KiB
Plaintext
67 lines
2.0 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Heal Mount
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//:: Spell FileName PHS_S_HealMount
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Conjuration (Healing)
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Level: Pal 3
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Components: V, S
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Casting Time: 1 standard action
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Range: Touch
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Target: Your mount touched
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Duration: Instantaneous
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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This spell functions like heal, but it affects only the paladin’s special
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mount (typically a warhorse).
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Acts as heal, only if the mount if selected.
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A special integer makes this possible. Must also be in the party.
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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_HEAL_MOUNT)) 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 nSpellSaveDC = PHS_GetSpellSaveDC();
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int nCasterLevel = PHS_GetCasterLevel();
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int nTargetHP = GetCurrentHitPoints(oTarget);
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// Max to heal is 150
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int nMaxHealHarm = PHS_LimitInteger(nCasterLevel * 10, 150);
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int nTouch;
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// Declare effects
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effect eHeal = EffectHeal(nMaxHealHarm);
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effect eHealVis = EffectVisualEffect(VFX_IMP_HEALING_X);
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// Must be the paladin's mount
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if(GetMaster(oTarget) == oCaster &&
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GetLocalInt(oTarget, "PHS_HORSE") == TRUE)
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{
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_HEAL_MOUNT);
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// We remove all the things in a effect loop.
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PHS_HealSpellRemoval(oTarget);
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// Remove fatige
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PHS_RemoveFatigue(oTarget);
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// We heal damage after
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PHS_ApplyInstantAndVFX(oTarget, eHealVis, eHeal);
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}
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}
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