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.
		
			
				
	
	
		
			179 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			179 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*
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    ----------------
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    Suppress Item
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    true_utr_supitem
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    ----------------
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    12/8/06 by Stratovarius
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*/ /** @file
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    Suppress Item
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    Level: Crafted Tool 4
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    Range: 60 feet
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    Target: One Magic Item
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    Duration: 1 Round, up to five concentration
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    Spell Resistance: Yes
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    Metautterances: Extend
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    Your focus on a magic item keeps it from functioning, turning it grey and rendering it useless.
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    You prevent any magic properties of the item from functioning.
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*/
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#include "true_inc_trufunc"
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#include "true_utterhook"
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//#include "prc_alterations"
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void SuppressItem(object oTrueSpeaker, object oTarget, int nBeats);
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object GetChest(object oCreature)
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{
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    object oChest = GetObjectByTag("npf_chest" + ObjectToString(oCreature));
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    if(oChest == OBJECT_INVALID)
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    {
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        object oWP = GetWaypointByTag("npf_wp_chest_sp");
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        oChest = CreateObject(OBJECT_TYPE_PLACEABLE, "npf_keep_chest", GetLocation(oWP), FALSE,
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                    "npf_chest" + ObjectToString(oCreature));
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    }
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    return oChest;
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}
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void RemoveAllProperties(object oItem, object oPC)
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{
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    if(DEBUG) DoDebug("ture_utr_supitem: About to remove properties from item: " + DebugObject2Str(oItem));
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    if(oItem == OBJECT_INVALID)
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        return;
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    int nType = GetBaseItemType(oItem);
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    if(nType == BASE_ITEM_TORCH
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    || nType == BASE_ITEM_TRAPKIT
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    || nType == BASE_ITEM_HEALERSKIT
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    || nType == BASE_ITEM_GRENADE
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    || nType == BASE_ITEM_THIEVESTOOLS
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    || nType == BASE_ITEM_CRAFTMATERIALMED
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    || nType == BASE_ITEM_CRAFTMATERIALSML
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    || nType == 112)//craftbase
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        return;
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    object oWP = GetWaypointByTag("npf_wp_chest_sp");
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    // Generate UID
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    int nKey = GetLocalInt(GetModule(), "PRC_NullPsionicsField_Item_UID_Counter") + 1;
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               SetLocalInt(GetModule(), "PRC_NullPsionicsField_Item_UID_Counter", nKey);
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    string sKey = IntToString(nKey);
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    if(DEBUG) DoDebug("prc_pow_npfent: Removing itemproperties from item " + DebugObject2Str(oItem) + " with key value of '" + sKey + "' of creature " + DebugObject2Str(oPC));
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    //object oChest = GetChest(oPC);
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    //object oCopy = CopyObject(oItem, GetLocation(oChest), oChest);
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    // copying  original item to a secluded waypoint in the area
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    // and giving it a tag that contains the key string
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    object oCopy = CopyObject(oItem, GetLocation(oWP), OBJECT_INVALID, "npf_item" + sKey);
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    //storing the key value on the original item (key value would point to the copy item)
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    SetLocalString(oItem, "PRC_NullPsionicsField_Item_UID", sKey);
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    //SetLocalObject(oItem, "ITEM_CHEST", oChest); // so the chest can be found
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    //SetLocalObject(oChest, sKey, oCopy); // and referenced in the chest
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    // Stripping original item from all properties
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    itemproperty ip = GetFirstItemProperty(oItem);
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    while(GetIsItemPropertyValid(ip))
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    {
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        RemoveItemProperty(oItem, ip);
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        ip = GetNextItemProperty(oItem);
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    }
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}
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void RestoreAllProperties(object oItem, object oPC, int nSlot = -1)
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{
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    if(DEBUG) DoDebug("psi_pow_npfext: Attempting to restore itemproperties to: " + DebugObject2Str(oItem));
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    if(oPC != OBJECT_INVALID) // this is a pc object that has an item in inventory slot or normal inventory
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    {
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        if(oItem == OBJECT_INVALID)
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            oItem = GetItemInSlot(nSlot, oPC);
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        if(oItem == OBJECT_INVALID)
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            return;
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    }
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    //object oChest = GetLocalObject(oItem, "ITEM_CHEST");
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    // getting the key value - this points to the tag of the copy item
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    string sKey = GetLocalString(oItem, "PRC_NullPsionicsField_Item_UID");
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    // retrieving the copy item that is in this area
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    object oOriginalItem = GetObjectByTag("npf_item" + sKey);
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    if(DEBUG) DoDebug("psi_pow_npfext: Restoring itemproperties to item: " + DebugObject2Str(oItem) + " with key value of '" + sKey + "' for creature " + DebugObject2Str(oPC));
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    //object oOriginalItem = GetLocalObject(oChest, sKey);
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    object oNewItem;
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    if(oOriginalItem != OBJECT_INVALID) // item has not been restored yet
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    {
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        // replace current item with original
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        IPCopyItemProperties(oOriginalItem, oItem);
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        DestroyObject(oOriginalItem); // destroy dup item on player
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        //DeleteLocalObject(oChest, GetResRef(oItem)); // so it won't be restored again
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        DeleteLocalString(oItem, "PRC_NullPsionicsField_Item_UID");
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    }
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}
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void main()
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{
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/*
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  Spellcast Hook Code
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  Added 2006-7-19 by Stratovarius
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  If you want to make changes to all utterances
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  check true_utterhook to find out more
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*/
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    if (!TruePreUtterCastCode())
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    {
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    // If code within the PreUtterCastHook (i.e. UMD) reports FALSE, do not run this spell
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        return;
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    }
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// End of Spell Cast Hook
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    object oTrueSpeaker = OBJECT_SELF;
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    object oTarget      = PRCGetSpellTargetObject();
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    oTarget             = CraftedToolTarget(oTrueSpeaker, oTarget);
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    struct utterance utter = EvaluateUtterance(oTrueSpeaker, oTarget, METAUTTERANCE_EXTEND, LEXICON_CRAFTED_TOOL);
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    if(utter.bCanUtter)
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    {
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        // This is done so Speak Unto the Masses can read it out of the structure
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        utter.nPen       = GetTrueSpeakPenetration(oTrueSpeaker);
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        utter.fDur       = RoundsToSeconds(5);
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        if(utter.bExtend) utter.fDur *= 2;
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	int nSRCheck = PRCDoResistSpell(oTrueSpeaker, oTarget, utter.nPen);
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	if (!nSRCheck)
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        {  
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        	// Convert back to rounds
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        	int nBeats = FloatToInt(utter.fDur / 6.0);
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		SuppressItem(oTrueSpeaker, oTarget, nBeats);
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    	}
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        // Mark for the Law of Sequence. This only happens if the utterance succeeds, which is why its down here.
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        if (!nSRCheck) DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur);
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    }// end if - Successful utterance
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}
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void SuppressItem(object oTrueSpeaker, object oTarget, int nBeats)
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{
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	// Break if they fail concentration or it runs out
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	if (GetBreakConcentrationCheck(oTrueSpeaker) || nBeats == 0) return;
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	// Remove and restore the properties
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	RemoveAllProperties(oTarget, GetItemPossessor(oTarget));
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	// Has to run before RemoveAll is called again
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	DelayCommand(5.8, RestoreAllProperties(oTarget, GetItemPossessor(oTarget)));
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	// Apply VFX
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	effect eImp = EffectVisualEffect(VFX_IMP_PULSE_BOMB);
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	SPApplyEffectToObject(DURATION_TYPE_INSTANT, eImp, GetItemPossessor(oTarget));
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	DelayCommand(6.0, SuppressItem(oTrueSpeaker, oTarget, nBeats - 1));
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} |