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.
		
			
				
	
	
		
			71 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			71 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*
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   ----------------
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   Empathy
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   psi_pow_empathy
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   ----------------
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   6/12/04 by Stratovarius
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*/ /** @file
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    Empathy
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    Telepathy [Mind-Affecting]
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    Level: Psion/wilder 1
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    Manifesting Time: 1 standard action
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    Range: Personal
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    Target: You
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    Duration: 1 round/level
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    Power Points: 1
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    Metapsionics: Extend
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    You detect the surface emotions of creatures around you, giving you a +2 bonus to Bluff,
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    Intimidate, and Persuade when interacting with them.
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*/
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#include "psi_inc_psifunc"
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#include "psi_inc_pwresist"
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#include "psi_spellhook"
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#include "prc_alterations"
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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 2004-11-02 by Stratovarius
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  If you want to make changes to all powers,
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  check psi_spellhook to find out more
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*/
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    if (!PsiPrePowerCastCode())
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    {
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    // If code within the PrePowerCastHook (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 oManifester = OBJECT_SELF;
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    object oTarget     = PRCGetSpellTargetObject();
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    struct manifestation manif =
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        EvaluateManifestation(oManifester, oTarget,
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                              PowerAugmentationProfile(),
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                              METAPSIONIC_EXTEND
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                              );
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    if(manif.bCanManifest)
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    {
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        effect eLink =                          EffectSkillIncrease(SKILL_BLUFF,      2);
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               eLink = EffectLinkEffects(eLink, EffectSkillIncrease(SKILL_PERSUADE,   2));
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               eLink = EffectLinkEffects(eLink, EffectSkillIncrease(SKILL_INTIMIDATE, 2));
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               eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE));
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        effect eVis  = EffectVisualEffect(VFX_IMP_MAGICAL_VISION);
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        float fDuration = RoundsToSeconds(manif.nManifesterLevel);
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        if(manif.bExtend) fDuration *= 2;
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        SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDuration, TRUE, -1, manif.nManifesterLevel);
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        SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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    }
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}
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