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.
		
			
				
	
	
		
			151 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			151 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Holy Smite
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//:: Spell FileName PHS_S_HolySmite
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Evocation [Good]
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    Level: Good 4
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    Components: V, S
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    Casting Time: 1 standard action
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    Range: Medium (20M)
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    Area: 6.67-M.-radius burst
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    Duration: Instantaneous (1 round); see text
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    Saving Throw: Will partial; see text
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    Spell Resistance: Yes
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    You draw down holy power to smite your enemies. Only evil and neutral
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    creatures are harmed by the spell; good creatures are unaffected.
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    The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to
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    each evil creature in the area (or 1d6 points of damage per caster level,
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    maximum 10d6, to an evil outsider) and causes it to become blinded for 1
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    round. A successful Will saving throw reduces damage to half and negates the
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    blinded effect.
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    The spell deals only half damage to creatures who are neither good nor evil,
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    and they are not blinded. Such a creature can reduce that damage by half
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    (down to one-quarter of the roll) with a successful Will save.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    Good = No damage
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    Neutral = Half damage, can quarter on a will save. Never blinded.
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    Evil = Full damage, can half on a will save. Blinded on fail.
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    Hits non-good people.
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    Hits for up to 5d6 damage, or 10d6 VS outsiders.
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    Neutrals take /2 damage.
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    This is taken from Chaos Hammer's script, but replaces slow with 1 round
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    blindness and changes alignemnts
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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_CHAOS_HAMMER)) 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 nCasterLevel = GetCasterLevel(oCaster);
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    int nMetaMagic = PHS_GetMetaMagicFeat();
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    int nAlignment, nDam;
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    int nSpellSaveDC = GetSpellSaveDC();
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    float fDelay;
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    // Duration of blindness is 1 round
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    float fDuration = PHS_GetDuration(PHS_ROUNDS, 1, nMetaMagic);
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    // Delcare Effects
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    effect eVis = EffectVisualEffect(VFX_COM_HIT_DIVINE);
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    effect eVisBlind = EffectVisualEffect(VFX_IMP_BLIND_DEAF_M);
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    effect eBlind = EffectBlindness();
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    effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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    effect eLink = EffectLinkEffects(eBlind, eDur);
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    eLink = EffectLinkEffects(eLink, eVisBlind);
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    // how much damage dice?
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    // 1d8 damage/2 caster levels. We do 1d6/caster level to outsiders
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    int nOutsiderDice = PHS_LimitInteger(nCasterLevel, 10);
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    // Normal dice will be nOutsiderDice/2, or 1 per 2 caster levels.
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    int nNormalDice = PHS_LimitInteger(nOutsiderDice/2);
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    // Apply AOE visual
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    effect eImpact = EffectVisualEffect(PHS_VFX_FNF_HOLY_SMITE);
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    PHS_ApplyLocationVFX(lTarget, eImpact);
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    // Loop all targets in the area.
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    oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 6.67, lTarget, TRUE);
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    while(GetIsObjectValid(oTarget))
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    {
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        // Alignment check and PvP check
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        nAlignment = GetAlignmentGoodEvil(oTarget);
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        if(nAlignment != ALIGNMENT_GOOD &&
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          !GetIsReactionTypeFriendly(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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            // Signal spell cast at
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            PHS_SignalSpellCastAt(oTarget, PHS_SPELL_CHAOS_HAMMER);
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            // Delay
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            fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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            // Get random damage
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            if(GetRacialType(oTarget) == RACIAL_TYPE_OUTSIDER)
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            {
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                nDam = PHS_MaximizeOrEmpower(6, nOutsiderDice, nMetaMagic);
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            }
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            else
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            {
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                nDam = PHS_MaximizeOrEmpower(8, nNormalDice, nMetaMagic);
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            }
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            // Half damage if only neutral
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            if(nAlignment == ALIGNMENT_NEUTRAL)
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            {
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                // Divide by 2.
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                nDam /= 2;
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            }
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            // Will saving throw for half damage, and no slow.
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            // - Chaos Saving throw.
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            // If we SAVE it does half damage - no slow
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            if(PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_GOOD))
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            {
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                // No slow - hald damage
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                nDam /= 2;
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                if(nDam > 0)
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                {
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                    // Do damage and VFX
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                    DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_DIVINE));
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                }
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            }
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            else
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            {
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                // Else, full damage. If not neutral, slow for 1d6 rounds
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                // Do damage and VFX
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                DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_DIVINE));
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                // If not alignment neutral, we apply blindess as they failed the save.
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                if(nAlignment != ALIGNMENT_NEUTRAL)
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                {
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                    // Apply blindness for fDuration, and instantly!
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                    PHS_ApplyDuration(oTarget, 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 = GetNextObjectInShape(SHAPE_SPHERE, 6.67, lTarget, TRUE);
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    }
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}
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