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.
		
			
				
	
	
		
			157 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			157 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Alter Self
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//:: Spell FileName PHS_S_AlterSelf
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Transmutation
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    Level: Brd 2, Sor/Wiz 2
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    Components: V, S
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    Casting Time: 1 standard action
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    Range: Personal
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    Target: You
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    Duration: 10 min./level (D)
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    You assume the form of a creature of the same type as your normal form. The
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    new form must be within one size category of your normal size and the
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    different forms are limited to those listed below. You can change into a
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    member of your own kind or even into yourself.
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    You only change your appearance, and have no changes to any of your ability
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    scores, class, level, hit points, alignment, base attack bonus or saves.
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    You can cast spells normally and keep all feats and special abilities.
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    You acquire the physical qualities of the new form while retaining your own
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    mind. You do not gain any extraordinary special attacks or special qualities
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    such as darkvision, low-light vision, blindsense, blindsight, fast healing,
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    regeneration, scent, and so forth. Your creature type and subtype (if any)
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    remain the same regardless of your new form.
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    You become effectively disguised as an average member of the new form’s
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    race. If you use this spell to create a disguise, you get a +10 bonus on
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    your Disguise check. When the change occurs, your equipment, if any, remains
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    worn or held by the new form.
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    The forms you can take can be; elf, human, half-elf, half-orc, halfling,
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    gnome, Orc, Goblin, Bugbear or Gnoll.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    This is done via. SetAppearanceType().
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    I will, for now at least, use a heartbeat that is run on the creature, to
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    check if it has been removed/dispelled, and thus change them back. It will
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    also remove the effects of this spell if they polymorph.
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    Polymorphing, because of how it will change the appearance more tempoarily,
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    will be wrappered so that it'll change them back THEN apply polymorph, after
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    a tiny delay.
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    Valid ones (Remember: Gender stays the same):
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    APPEARANCE_TYPE_BUGBEAR_A (And other bugbears?)
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    APPEARANCE_TYPE_DWARF
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    APPEARANCE_TYPE_ELF
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    APPEARANCE_TYPE_GNOLL_WARRIOR (And the other gnoll?)
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    APPEARANCE_TYPE_GNOME
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    APPEARANCE_TYPE_GOBLIN_A (And other goblins?)
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    APPEARANCE_TYPE_HALF_ELF
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    APPEARANCE_TYPE_HALF_ORC
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    APPEARANCE_TYPE_HALFLING
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    APPEARANCE_TYPE_HUMAN
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    APPEARANCE_TYPE_ORC_A (And other orcs?)
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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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// If they don't have the spell's effects, or do and are polymorphed, we take
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// action. Else, it is fired again.
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void AlterSelfHeartbeat(object oTarget);
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void main()
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{
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    // Spell hook check.
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    if(!PHS_SpellHookCheck(PHS_SPELL_ALTER_SELF)) return;
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    // Declare Major Variables
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    object oCaster = OBJECT_SELF;
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    object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF
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    int nMetaMagic = PHS_GetMetaMagicFeat();
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    int nCasterLevel = PHS_GetCasterLevel();
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    // Get what to turn into
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    int nAppearance = GetLocalInt(oTarget, "PHS_ALTER_SELF_CHOICE");
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    // If 0, we default to human
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    if(nAppearance == 0)
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    {
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        nAppearance = APPEARANCE_TYPE_HUMAN;
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    }
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    // Duration is 10 minutes/level
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    float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel * 10, nMetaMagic);
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    // Delcare Effects
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    effect eVis = EffectVisualEffect(VFX_IMP_POLYMORPH);
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    effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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    // Fire spell cast at event for target
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    PHS_SignalSpellCastAt(oTarget, PHS_SPELL_ALTER_SELF);
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    // Remove previous effects
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    PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_ALTER_SELF, oTarget);
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    // Remove any polymorph
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    PHS_RemoveSpecificEffect(EFFECT_TYPE_POLYMORPH, oTarget, SUBTYPE_IGNORE);
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    // Set original appearance if not already set - NPC only!
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    if(!GetIsPC(oTarget))
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    {
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        // We check the integer
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        if(PHS_GetLocalConstant(oTarget, "PHS_DEFAULT_APPEARANCE") == -1)
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        {
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            PHS_SetLocalConstant(oTarget, "PHS_DEFAULT_APPEARANCE", GetAppearanceType(oTarget));
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        }
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    }
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    // Apply visual. Change appearance
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    PHS_ApplyDurationAndVFX(oTarget, eVis, eDur, fDuration);
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    SetCreatureAppearanceType(oTarget, nAppearance);
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    // New heartbeat to remove the appearance change
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    DelayCommand(6.0, AlterSelfHeartbeat(oTarget));
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}
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// If they don't have the spell's effects, or do and are polymorphed, we take
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// action. Else, it is fired again.
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void AlterSelfHeartbeat(object oTarget)
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{
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    // Check for Polymorph (IE: New one)
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    int bPolymorph = PHS_GetHasEffect(EFFECT_TYPE_POLYMORPH, oTarget);
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    int bAlterSelf = GetHasSpellEffect(PHS_SPELL_ALTER_SELF, oTarget);
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    // Case 1: Alter self now gone, new polymorph there.
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    if(bAlterSelf == FALSE && bPolymorph == TRUE)
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    {
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        // Stop this heartbeat
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        return;
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    }
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    // Case 2: New polymorph, but still got Alter Self (somehow!) we will just
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    // remove Alter Self's effects.
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    else if(bPolymorph == TRUE)
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    {
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        PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_ALTER_SELF, oTarget);
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    }
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    // Case 3: Not Got the effect, no new polymorph
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    else if(bAlterSelf == TRUE)
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    {
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        // Reset apperance
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        PHS_RevertAppearance(oTarget);
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    }
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    // Case 4: None of the above. We do another heartbeat.
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    else
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    {
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        DelayCommand(6.0, AlterSelfHeartbeat(oTarget));
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    }
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}
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