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
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			71 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Air Walk
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//:: Spell FileName PHS_S_AirWalk
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Transmutation [Air]
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    Level: Air 4, Clr 4, Drd 4
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    Components: V, S, DF
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    Casting Time: 1 standard action
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    Range: Touch
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    Target: Creature (Gargantuan or smaller) touched
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    Duration: 10 min./level
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    Saving Throw: None
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    Spell Resistance: Yes (harmless)
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    This is a DM run spell, and this spell only applies a visual effect.
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    The subject can tread on air as if walking on solid ground. Moving upward is
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    similar to walking up a hill. The maximum upward or downward angle possible
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    is 45 degrees, at a rate equal to one-half the air walker’s normal speed.
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    A strong wind (21+ mph) can push the subject along or hold it back. At the
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    end of its turn each round, the wind blows the air walker 5 feet for each 5
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    miles per hour of wind speed. The creature may be subject to additional
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    penalties in exceptionally strong or turbulent winds, such as loss of control
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    over movement or physical damage from being buffeted about.
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    Should the spell duration expire while the subject is still aloft, the magic
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    fails slowly. The subject floats downward 60 feet per round for 1d6 rounds.
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    If it reaches the ground in that amount of time, it lands safely. If not, it
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    falls the rest of the distance, taking 1d6 points of damage per 10 feet of
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    fall. Since dispelling a spell effectively ends it, the subject also
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    descends in this way if the air walk spell is dispelled, but not if it is
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    negated by an antimagic field.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    DM run spell.
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    Visual effect, thats about it.
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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()) return;
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    // Declare Major Variables
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    object oTarget = GetSpellTargetObject();
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    // Make sure they are not immune to spells
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    if(PHS_TotalSpellImmunity(oTarget)) return;
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    // Fire cast spell at event for the specified target
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    PHS_SignalSpellCastAt(oTarget, PHS_SPELL_AIR_WALK, FALSE);
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    // Create an air pulse effect
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    effect eVis = EffectVisualEffect(VFX_IMP_PULSE_WIND);
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    // Apply the effect.
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    PHS_ApplyVFX(oTarget, eVis);
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    // Signal the spell cast to DM's.
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    PHS_AlertDMsOfSpell("Air Walk", PHS_GetSpellSaveDC(), PHS_GetCasterLevel());
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}
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