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
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Endure Elements
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//:: Spell FileName PHS_S_EndureElem
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Abjuration
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    Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1
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    Components: V, S
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    Casting Time: 1 standard action
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    Range: Touch
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    Target: Creature touched
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    Duration: 24 hours
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    Saving Throw: Will negates (harmless)
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    Spell Resistance: Yes (harmless)
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    A creature protected by endure elements suffers no harm from being in a hot
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    or cold environment. The creature gains 2/- damage resistance against cold
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    and fire damage.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    Changed to "no protection from" to "2/-".
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    As it lasts forever (for 24hrs) it ain't too bad.
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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_ENDURE_ELEMENTS)) return;
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    // Declare Major Variables
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    object oCaster = OBJECT_SELF;
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    object oTarget = GetSpellTargetObject();
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    int nCasterLevel = PHS_GetCasterLevel();
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    int nMetaMagic = PHS_GetMetaMagicFeat();
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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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    // Determine duration in minutes
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    float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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    // Declare effefcts and link
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    effect eDur = EffectVisualEffect(VFX_DUR_PROTECTION_ELEMENTS);
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    effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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    effect eDR1 = EffectDamageResistance(DAMAGE_TYPE_FIRE, 2);
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    effect eDR2 = EffectDamageResistance(DAMAGE_TYPE_COLD, 2);
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    // Link effects
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    effect eLink = EffectLinkEffects(eDur, eDR1);
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    eLink = EffectLinkEffects(eLink, eDR2);
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    eLink = EffectLinkEffects(eLink, eCessate);
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    // Remove pervious castings of it
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    PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_ENDURE_ELEMENTS, oTarget);
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    //Fire cast spell at event for the specified target
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    PHS_SignalSpellCastAt(oTarget, PHS_SPELL_ENDURE_ELEMENTS, FALSE);
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    // Apply VNF and effect.
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    PHS_ApplyDuration(oTarget, eLink, fDuration);
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}
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