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.
		
			
				
	
	
		
			113 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			113 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Energy Drain
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//:: Spell FileName PHS_S_EnergyDrai
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Necromancy
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    Level: Clr 9, Sor/Wiz 9
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    Components: V, S
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    Casting Time: 1 standard action
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    Range: Close (8M)
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    Effect: Ray of negative energy
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    Duration: 1 hour/level
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    Saving Throw: None
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    Spell Resistance: Yes
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    You point your finger and utter the incantation, releasing a black ray of
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    crackling negative energy that suppresses the life force of any living
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    creature it strikes. You must make a ranged touch attack to hit. If the
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    attack succeeds, the subject gains 2d4 negative levels (not modified by a
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    critical on any touch attack rolls).
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    If the subject has at least as many negative levels as HD, it dies. Each
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    negative level gives a creature a -1 penalty on attack rolls, saving throws,
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    skill checks, ability checks, and effective level (for determining the
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    power, duration, DC, and other details of spells or special abilities).
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    Additionally, a spellcaster loses one spell or spell slot from his or her
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    highest available level. Negative levels stack.
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    Assuming the subject survives, it never regains the negative levels unless
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    they are magically removed. Usually, negative levels have a chance of
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    permanently draining the victim’s levels, but the negative levels from
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    Energy Drain don’t last long enough to do so.
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    An undead creature struck by the ray gains 2d4x5 temporary hit points for
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    1 hour.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    Ok, we remove the "24 hours until save again" in place of "no save, but
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    doesn't remove XP".
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    Might change later.
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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_ENERGY_DRAIN)) 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 nSpellSaveDC = PHS_GetSpellSaveDC();
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    int nCasterLevel = PHS_GetCasterLevel();
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    int nMetaMagic = PHS_GetMetaMagicFeat();
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    // 2d4 negative levels
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    int nNegativeLevels = PHS_MaximizeOrEmpower(4, 2, nMetaMagic);
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    // Touch attack
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    int nTouch = PHS_SpellTouchAttack(PHS_TOUCH_RAY, oTarget, TRUE);
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    // 1 hour
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    float fDurationHP = PHS_GetDuration(PHS_HOURS, 1, nMetaMagic);
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    // Delay is Range based
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    float fDelay = GetDistanceToObject(oTarget)/10;
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    // Declare effects
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    effect eNegativeLevels = EffectNegativeLevel(nNegativeLevels);
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    effect eNegativeVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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    effect eNegativeBeam;
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    // Good effects
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    effect eTempHP = EffectTemporaryHitpoints(nNegativeLevels * 5);
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    effect eTempHPCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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    effect eTempHPVis = EffectVisualEffect(VFX_IMP_EVIL_HELP);
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    // Link good
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    effect eLinkHP = EffectLinkEffects(eTempHP, eTempHPCessate);
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    // Signal event
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    PHS_SignalSpellCastAt(oTarget, PHS_SPELL_ENERGY_DRAIN);
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    // Touch beam effect
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    PHS_ApplyTouchBeam(oTarget, VFX_BEAM_EVIL, nTouch);
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    // Touch attack
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    if(nTouch &&
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    // Make sure they are not immune to spells
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       !PHS_TotalSpellImmunity(oTarget))
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    {
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        // Undead check (if undead, we always apply temp HP)
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        if(GetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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        {
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            // Temp HP
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            DelayCommand(fDelay, PHS_ApplyDurationAndVFX(oTarget, eTempHPVis, eLinkHP, fDurationHP));
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        }
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        // Reaction type check
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        else if(!GetIsReactionTypeFriendly(oTarget))
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        {
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            // Else we will check spell resistance and immunty, then apply
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            if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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            {
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                // Apply
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                DelayCommand(fDelay, PHS_ApplyPermanentAndVFX(oTarget, eNegativeVis, eNegativeLevels));
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            }
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        }
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    }
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}
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