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.
		
			
				
	
	
		
			116 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			116 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Magic Weapon, Greater
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//:: Spell FileName PHS_S_MagicWepGr
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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: Clr 4, Pal 3, Sor/Wiz 3
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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 weapon or fifty projectiles (all of which must be in contact
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            with each other at the time of casting)
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    Duration: 1 hour/level
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    Saving Throw: Will negates (harmless, object)
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    Spell Resistance: Yes (harmless, object)
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    This spell functions like magic weapon, except that it gives a melee weapon an
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    enhancement bonus on attack and damage rolls of +1 per four caster levels
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    (maximum +5).
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    Alternatively, you can affect as many as fifty arrows, bolts, or bullets of
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    the same type, granting an appropriate bonus to damage.
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    Arcane Material Component: Powdered lime and carbon.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    Enchantment bonus, very easy, or a damage bonus to projectiles.
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    Easy enough.
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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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#include "prc_x2_itemprop"
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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_MAGIC_WEAPON_GREATER)) return;
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    // Declare Major Variables
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    object oCaster = OBJECT_SELF;
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    object oItem = GetSpellTargetObject(); // Should be an item!
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    object oPossessor = GetItemPossessor(oItem);
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    int nItemType = GetBaseItemType(oItem);
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    int nCasterLevel = PHS_GetCasterLevel();
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    int nMetaMagic = PHS_GetMetaMagicFeat();
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    // Duration is 1 hour a level
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    float fDuration = PHS_GetDuration(PHS_HOURS, nCasterLevel, nMetaMagic);
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    // Get bonus for the weapon - 1 per 4 caster levels, max +5
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    int nBonus = PHS_LimitInteger(nCasterLevel/4, 5);
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    // Declare bonus property
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    itemproperty IP_Enchant = ItemPropertyEnhancementBonus(nBonus);
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    itemproperty IP_Damage = ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_PIERCING, IPGetDamageBonusConstantFromNumber(nBonus));
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    itemproperty IP_Attack = ItemPropertyAttackBonus(nBonus);
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    effect eVis = EffectVisualEffect(PHS_VFX_IMP_MAGIC_WEAPON_GREATER);
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    if(GetIsObjectValid(oPossessor))
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    {
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        // Signal event
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        PHS_SignalSpellCastAt(oPossessor, PHS_SPELL_MAGIC_WEAPON_GREATER, FALSE);
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    }
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    // Should target the weapon to enchant
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    if(GetIsObjectValid(oItem))
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    {
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        if(IPGetIsMeleeWeapon(oItem))
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        {
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            // Apply VFX
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            PHS_IP_ApplyImactVisualAtItemLocation(eVis, oItem);
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            // Enchant item
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            IPSafeAddItemProperty(oItem, IP_Enchant, fDuration, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, TRUE);
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            return;
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        }
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        else if(nItemType == BASE_ITEM_ARROW ||
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                nItemType == BASE_ITEM_BOLT ||
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                nItemType == BASE_ITEM_BULLET)
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        {
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            // Divide the item up
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            int nStack = GetItemStackSize(oItem);
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            int nCreateNew = nStack - 50;
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            object oNew;
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            if(nCreateNew > 0)
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            {
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                // Split the CopyItemitems if we have over 50 in a stack
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                oNew = CopyItem(oItem, oPossessor, TRUE);
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                SetItemStackSize(oNew, nCreateNew);
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                // Set orignal to 50
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                SetItemStackSize(oItem, 50);
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            }
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            // Visuals
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            PHS_IP_ApplyImactVisualAtItemLocation(eVis, oItem);
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            // Enchant item of the new 50 stack.
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            AddItemProperty(DURATION_TYPE_TEMPORARY, IP_Damage, oItem, fDuration);
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        }
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        else if(GetWeaponRanged(oItem))
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        {
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            // Apply VFX
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            PHS_IP_ApplyImactVisualAtItemLocation(eVis, oItem);
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            // Enchant item
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            IPSafeAddItemProperty(oItem, IP_Attack, fDuration, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, TRUE);
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            return;
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        }
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    }
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}
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