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.
		
			
				
	
	
		
			66 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Remove Paralysis
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//:: Spell FileName PHS_S_RemovePara
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Conjuration (Healing)
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    Level: Clr 2, Pal 2
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    Components: V, S
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    Casting Time: 1 standard action
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    Range: Close (8M)
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    Target: Creature touched
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    Duration: Instantaneous
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    Saving Throw: Will negates (harmless)
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    Spell Resistance: Yes (harmless)
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    You can free one or more creatures from the effects of any temporary
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    paralysis or related magic, including a ghoul’s touch or a slow spell. For
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    the creature this spell is cast on, the paralysis is negated.
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    The spell does not restore ability scores reduced by penalties, damage, or
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    drain.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    Removes paralysis.
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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_REMOVE_PARALYSIS)) return;
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    // Declare Major Variables
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    object oCaster = OBJECT_SELF;
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    object oTarget = GetSpellTargetObject();
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    int nType;
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    // Delcare immunity effects
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    effect eVis = EffectVisualEffect(VFX_IMP_REMOVE_CONDITION);
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    // Apply VFX
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    PHS_ApplyVFX(oTarget, eVis);
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    // Signal spell cast at
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    PHS_SignalSpellCastAt(oTarget, PHS_SPELL_REMOVE_PARALYSIS, FALSE);
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    // We remove all effect of paralysis
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    effect eCheck = GetFirstEffect(oTarget);
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    // Loop effects
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    while(GetIsEffectValid(eCheck))
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    {
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        nType = GetEffectType(eCheck);
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        // - Remove all of Paralysis
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        if(nType == EFFECT_TYPE_PARALYZE)
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        {
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            RemoveEffect(oTarget, eCheck);
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        }
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        eCheck = GetNextEffect(oTarget);
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    }
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}
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