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.
		
			
				
	
	
		
			89 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			89 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*
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   ----------------
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   Knock, Psionic
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   psi_pow_knock
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   ----------------
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   7//11/04 by Stratovarius
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*/ /** @file
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    Knock, Psionic
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    Psychoportation
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    Level: Psion/wilder 2
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    Manifesting Time: 1 standard action
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    Area: 50m -radius burst centered on you
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    Duration: Instantaneous; see text
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    Saving Throw: None
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    Power Resistance: No
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    Power Points: 3
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    Metapsionics: Widen
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   When you manifest this power, you open all locks in the area.
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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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    struct manifestation manif =
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        EvaluateManifestation(oManifester, OBJECT_INVALID,
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                              PowerAugmentationProfile(),
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                              METAPSIONIC_WIDEN
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                              );
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    if(manif.bCanManifest)
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    {
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        int nResistFlag;
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        effect eVis      = EffectVisualEffect(VFX_IMP_KNOCK);
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        float fDelay;
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        float fRadius    = EvaluateWidenPower(manif, 50.0f);
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        location lTarget = PRCGetSpellTargetLocation();
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        object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget, FALSE, OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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        while(GetIsObjectValid(oTarget))
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        {
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            // Let the AI know
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            SignalEvent(oTarget, EventSpellCastAt(oManifester, SPELL_KNOCK));
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            fDelay = PRCGetRandomDelay(0.5, 2.5);
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            if(!GetPlotFlag(oTarget) && GetLocked(oTarget))
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    	    {
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    	        nResistFlag = GetDoorFlag(oTarget,DOOR_FLAG_RESIST_KNOCK);
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    	        if(nResistFlag == 0)
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    	        {
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    	            DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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    	            AssignCommand(oTarget, ActionUnlockObject(oTarget));
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    	        }
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    	        else if(nResistFlag == 1)
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    	        {
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    	            FloatingTextStrRefOnCreature(83887, oManifester);  // "* Failure! - Door unaffected by magic *"
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    	        }
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    	    }// end if - Target is locked and not plot
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    	    oTarget = MyNextObjectInShape(SHAPE_SPHERE,fRadius, lTarget, FALSE, OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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        }// end while - Target loop
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    }// end if - Successfull manifestation
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}
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