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.
		
			
				
	
	
		
			98 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			98 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Hold Monster, Mass
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//:: Spell FileName PHS_S_HoldMonMas
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Hold Monster, Mass
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    Enchantment (Compulsion) [Mind-Affecting]
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    Level: Sor/Wiz 9
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    Components: V, S, M/DF
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    Casting Time: 1 standard action
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    Range: Medium (20M)
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    Targets: One or more enemies in a 5M sphere
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    Duration: 1 round/level (D); see text
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    Saving Throw: Will negates; see text
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    Spell Resistance: Yes
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    The subjects becomes paralyzed and freezes in place. It is aware and
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    breathes normally but cannot take any actions, even speech. Each round on
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    its turn, the subject may attempt a new saving throw to end the effect.
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    (This is a full-round action that does not provoke attacks of opportunity.)
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    Arcane Material Component: One hard metal bar or rod, which can be as small
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    as a three-penny nail.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    As Hold Monster, but an AOE which only affects enemies.
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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_HOLD_MONSTER_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 nSpellSaveDC = PHS_GetSpellSaveDC();
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    int nMetaMagic = PHS_GetMetaMagicFeat();
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    // Duration in rounds.
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    float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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    // Declare Effects
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    effect eParalyze = EffectParalyze();
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    effect eDur1 = EffectVisualEffect(VFX_DUR_PARALYZED);
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    effect eDur2 = EffectVisualEffect(VFX_DUR_PARALYZE_HOLD);
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    effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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    // Link effects
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    effect eLink = EffectLinkEffects(eParalyze, eDur1);
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    eLink = EffectLinkEffects(eLink, eDur2);
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    eLink = EffectLinkEffects(eLink, eCessate);
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    // Get Fist Target, 5M sphere
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    oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 5.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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    while(GetIsObjectValid(oTarget))
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    {
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        // Must check reaction type for PvP, and must be an enemy
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        if(GetIsReactionTypeHostile(oTarget) &&
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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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            // Must be living
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            if(PHS_GetIsAliveCreature(oTarget))
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            {
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                // Fire spell cast at event
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                PHS_SignalSpellCastAt(oTarget, PHS_SPELL_HOLD_MONSTER_MASS, TRUE);
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                // Check spell resistance and immunities.
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                if(!PHS_SpellResistanceCheck(oCaster, oTarget) &&
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                   !PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_MIND_SPELLS) &&
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                   !PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_PARALYSIS))
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                {
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                    // Make Will Save to negate effect. Mind spell too.
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                    if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_MIND_SPELLS))
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                    {
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                        // Apply VFX Impact and daze effect
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                        PHS_ApplyDuration(oTarget, eLink, fDuration);
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                        // Delay a round-will-save to remove
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                        PHS_HoldWillSaveStart(oTarget, oCaster, PHS_SPELL_HOLD_MONSTER_MASS, nSpellSaveDC);
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                    }
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                }
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            }
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        }
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        // Get Next Target
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        oTarget = GetNextObjectInShape(SHAPE_SPHERE, 5.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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    }
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}
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