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.
		
			
				
	
	
		
			104 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			104 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Crushing Despair
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//:: Spell FileName phs_s_crushdispa
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Range: 10M. Area: Cone-shaped burst. Duration: 1 min./level
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    Saving Throw: Will negates Spell Resistance: Yes
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    An invisible cone of despair causes great sadness in the subjects. Each
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    affected creature takes a -2 penalty on attack rolls, saving throws, skill
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    checks, and weapon damage rolls.
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    Crushing despair counters and dispels good hope.
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    Material Component: A vial of tears.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    We have no visuals for this, but can apply the effects, just no cone.
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    Removes Good Hope or applys effects.
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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(PHS_SPELL_CRUSHING_DISPARE)) return;
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    // Delcare Major Variables.
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    object oCaster = OBJECT_SELF;
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    object oTarget;
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    location lTarget = GetSpellTargetLocation();
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    int nSpellSaveDC = PHS_GetSpellSaveDC();
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    int nCasterLevel = PHS_GetCasterLevel();
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    int nMetaMagic = PHS_GetMetaMagicFeat();
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    float fDelay;
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    float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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    // Delcare Effects
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    // "-2 morale bonus on saving throws, attack rolls, skill
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    //  checks, and weapon damage rolls"
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    effect eSkills = EffectSkillDecrease(SKILL_ALL_SKILLS, 2);
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    effect eAttack = EffectAttackDecrease(2);
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    effect eDamage = EffectDamageDecrease(2);
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    effect eSave = EffectSavingThrowDecrease(SAVING_THROW_ALL, 2);
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    effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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    effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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    // Impact VFX
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    effect eVis = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE);
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    // This is the dispell effect used when they have crushing dispare.
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    effect eDispel = EffectVisualEffect(VFX_IMP_HEAD_ODD);
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    // Link effects
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    effect eLink = EffectLinkEffects(eSkills, eAttack);
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    eLink = EffectLinkEffects(eLink, eDamage);
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    eLink = EffectLinkEffects(eLink, eSave);
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    eLink = EffectLinkEffects(eLink, eDur);
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    eLink = EffectLinkEffects(eLink, eCessate);
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    // Declare the spell shape, size and the location. 10M
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    oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTarget, TRUE);
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    //Cycle through the targets within the spell shape until an invalid object is captured.
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    while(GetIsObjectValid(oTarget))
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    {
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        // PvP check
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        if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF)
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        {
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            //Fire cast spell at event for the specified target
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            PHS_SignalSpellCastAt(oTarget, PHS_SPELL_CRUSHING_DISPARE, FALSE);
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            // Delay for visuals and effects.
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            fDelay = GetDistanceBetween(oCaster, oTarget)/20;
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            // Spell Resistance and Immunity
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            if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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            {
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                // Mind affecting will save
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                if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_FEAR, oCaster, fDelay))
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                {
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                    // If we can dispel Good Hope, do so
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                    if(PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_GOOD_HOPE, oTarget, fDelay))
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                    {
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                        // Apply effect if we remove any.
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                        DelayCommand(fDelay, PHS_ApplyInstant(oTarget, eDispel));
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                    }
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                    else
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                    {
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                        // Apply the VFX impact and effects
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                        DelayCommand(fDelay, PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration));
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                    }
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                }
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            }
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        }
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        //Select the next target within the spell shape.
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        oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTarget, TRUE);
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    }
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}
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