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.
		
			
				
	
	
		
			101 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			101 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Phase Door
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//:: Spell FileName PHS_S_PhaseDoor
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Conjuration (Creation)
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    Level: Sor/Wiz 7, Travel 8
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    Components: V
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    Casting Time: 1 standard action
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    Range: 20M
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    Effect: Invisible opening leading from current position to chosen location
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    Duration: One usage per two levels
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    Saving Throw: None
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    Spell Resistance: No
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    This spell creates an ethereal passage. The phase door is invisible and
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    inaccessible to all creatures except your party members. You disappear when
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    you enter the phase door and appear when you exit. To find an entrance or
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    exit, activate your power (as your allies also can). The door disappears
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    after a few seconds unless you can see it (see below). You can only have
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    one Phase Door open at any one time.
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    The door does not allow light, sound, or spell effects through it, nor can
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    you see through it without using it. Thus, the spell can provide an escape
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    route. Spells such as See invisiblity and True Seeing will allow anyone to
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    see the door, but not allow its use.
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    A phase door is subject to dispel magic, although no one will be in it as
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    distance between the two points is so small the time to move is instant.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    Uses a creature who invisiblieses themselves.
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    Each creature (an entrance, point 1, and an exit, point 2) will be created.
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    A power will remove the invisibility off it. They should have a visual
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    from the spell. The invisiblity will be applied as thier own (undispellable)
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    effect.
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    Click on one for conversation, it takes you to the other.
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    One of the creatures is the "master" of the two, and is set to the caster.
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    Thats all, else, if one exsists and one doesn't, they both go.
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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_PHASE_DOOR)) return;
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    // Declare Major Variables
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    object oCaster = OBJECT_SELF;
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    location lTarget = GetSpellTargetLocation();
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    location lCaster = GetLocation(oCaster);
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    int nMetaMagic = PHS_GetMetaMagicFeat();
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    int nCasterLevel = PHS_GetCasterLevel();
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    // 1 use/2 levels
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    int nUses = PHS_LimitInteger(nCasterLevel/2);
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    // Delcare effects
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    effect eVis = EffectVisualEffect(VFX_IMP_AC_BONUS);
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    effect eDur = EffectVisualEffect(PHS_VFX_DUR_PHASE_DOOR);
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    // Signal spell cast at
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    PHS_SignalSpellCastAt(oCaster, PHS_SPELL_PHASE_DOOR, FALSE);
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    // Check for previous ones, destroy any.
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    object oPrevious = GetLocalObject(oCaster, "PHS_PHASE_DOOR_PREVIOUS");
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    if(GetIsObjectValid(oPrevious))
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    {
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        // Force him to go
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        PHS_CompletelyDestroyObject(oPrevious);
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    }
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    // Create new ones.
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    object oMasterDoor = CreateObject(OBJECT_TYPE_CREATURE, "phs_phasedoor", lCaster);
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    object oServantDoor = CreateObject(OBJECT_TYPE_CREATURE, "phs_phasedoor", lTarget);
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    // Set the master to the caster - raster plaster blaster
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    SetLocalObject(oCaster, "PHS_PHASE_DOOR_PREVIOUS", oMasterDoor);
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    // Set, on each other, the doors.
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    SetLocalObject(oServantDoor, "PHS_PHASE_DOOR_TARGET", oMasterDoor);
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    SetLocalObject(oMasterDoor, "PHS_PHASE_DOOR_TARGET", oServantDoor);
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    // Set the "charges"
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    SetLocalInt(oServantDoor, "PHS_PHASE_DOOR_CHARGES", nUses);
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    SetLocalInt(oMasterDoor, "PHS_PHASE_DOOR_CHARGES", nUses);
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    // Apply effects
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    PHS_ApplyPermanentAndVFX(oServantDoor, eVis, eDur);
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    PHS_ApplyPermanentAndVFX(oMasterDoor, eVis, eDur);
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}
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