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.
		
			
				
	
	
		
			69 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*
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   ----------------
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   Inertial Barrier
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   psi_pow_inertbar
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   ----------------
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   28/10/04 by Stratovarius
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*/ /** @file
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    Inertial Barrier
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    Psychokinesis
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    Level: Kineticist 4, psychic warrior 4
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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: 10 min./level
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    Power Points: 7
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    Metapsionics: Extend
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    You create a skin-tight psychokinetic barrier around yourself that resists
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    blows, cuts, stabs, and slashes. You gain damage reduction 5/-.
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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    =                          EffectDamageResistance(DAMAGE_TYPE_SLASHING,    5);
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               eLink    = EffectLinkEffects(eLink, EffectDamageResistance(DAMAGE_TYPE_PIERCING,    5));
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               eLink    = EffectLinkEffects(eLink, EffectDamageResistance(DAMAGE_TYPE_BLUDGEONING, 5));
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               eLink    = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_PROT_SHADOW_ARMOR));
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        float fDuration = 600.0f * 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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    }
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}
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