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.
		
			
				
	
	
		
			97 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			97 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Fox’s Cunning, MassEag
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//:: Spell FileName PHS_S_FoxsCunnM
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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 6, Sor/Wiz 6
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    Components: V, S, M/DF
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    Casting Time: 1 standard action
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    Range: Close (8M)
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    Target: One creature/level, no two of which can be more than 10M. apart
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    Duration: 1 min./level
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    Saving Throw: Will negates (harmless)
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    Spell Resistance: Yes
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    The transmuted creatures becomes smarter. The spell grants a +4 enhancement
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    bonus to Intelligence, adding the usual benefits to Intelligence-based skill
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    checks and other uses of the Intelligence modifier. Wizards (and other
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    spellcasters who rely on Intelligence) affected by this spell do not gain
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    any additional bonus spells for the increased Intelligence, but the save
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    DCs for spells they cast while under this spell’s effect do increase. This
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    spell doesn’t grant extra skill points.
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    Arcane Material Component: A few hairs, or a pinch of dung, from a fox.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    +4 In the stat, Doesn't stack with normal, and can affect up to 1 target/
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    level. Friends only targeted.
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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_FOXS_CUNNING_MASS)) return;
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    // Declare 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 nCasterLevel = PHS_GetCasterLevel();
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    int nMetaMagic = PHS_GetMetaMagicFeat();
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    int nCnt, nFriend;
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    // Ability to use
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    int nAbility = ABILITY_INTELLIGENCE;
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    // Duration - 1 minute/level
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    float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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    // Delcare Effects
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    effect eAbility = EffectAbilityIncrease(nAbility, 4);
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    effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE);
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    effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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    effect eLink = EffectLinkEffects(eAbility, eCessate);
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    // Loop all allies in a huge sphere
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    nCnt = 1;
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    oTarget = GetNearestObjectToLocation(OBJECT_TYPE_CREATURE, lTarget, nCnt);
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    // 1 target/level, nearest to location within a 5.0M radius
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    while(GetIsObjectValid(oTarget) && nFriend < nCasterLevel &&
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          GetDistanceBetweenLocations(lTarget, GetLocation(oTarget)) <= 5.0)
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    {
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        // Friendly check
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        if(oTarget == OBJECT_SELF ||
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           GetIsFriend(oTarget) ||
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           GetFactionEqual(oTarget))
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        {
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            // Make sure they are not immune to spells
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            if(!PHS_TotalSpellImmunity(oTarget))
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            {
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                // Check if oTarget has better effects already
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                if(PHS_GetHasAbilityBonusOfPower(oTarget, nAbility, 4) != 2)
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                {
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                    // Add one to counter
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                    nFriend++;
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                    // Signal the spell cast at event
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                    PHS_SignalSpellCastAt(oTarget, PHS_SPELL_FOXS_CUNNING_MASS, FALSE);
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                    // Remove these abilities effects
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                    PHS_RemoveAnyAbilityBonuses(oTarget, nAbility);
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                    //Apply effects and VFX to target
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                    PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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                }
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            }
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        }
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        // Get next target
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        oTarget = GetNearestObjectToLocation(OBJECT_TYPE_CREATURE, lTarget, nCnt);
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    }
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}
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