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.
		
			
				
	
	
		
			75 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			75 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Repel Vermin: On Enter
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//:: Spell FileName PHS_S_RepelVirmA
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    As in Antilife Shell, this will repel vermin.
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    They do get a will save (but take damage) and the rules for forcing it
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    still apply.
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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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    // Declare major variables
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    object oCaster = GetAreaOfEffectCreator();
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    object oTarget = GetEnteringObject();
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    int nSpellSaveDC = PHS_GetAOESpellSaveDC();
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    int nMetaMagic = PHS_GetAOEMetaMagic();
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    // Stop if they are not an alive thing, or is plot, or is a DM
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    if(GetIsDM(oTarget) || GetPlotFlag(oTarget) || oTarget == oCaster) return;
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    // If we are starting still, do not hedge back
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    if(GetLocalInt(oCaster, PHS_MOVING_BARRIER_START + IntToString(PHS_SPELL_REPEL_VIRMIN))) return;
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    // Races:
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    //    vermin only
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    // But not:
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    //    constructs, elementals, outsiders, or undead
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    if(GetRacialType(oTarget) != RACIAL_TYPE_VERMIN) return;
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    // Check if we are moving, and therefore cannot force it agsint soemthing
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    // that would be affected!
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    vector vVector = GetPosition(oCaster);
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    object oArea = GetArea(oCaster);
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    DelayCommand(0.1, PHS_MobileAOECheck(oCaster, PHS_SPELL_REPEL_VIRMIN, vVector, oArea));
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    // The target is allowed a Spell resistance and immunity check to force
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    // thier way through the barrier
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    if(PHS_SpellResistanceCheck(oCaster, oTarget)) return;
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    // Make sure they are not immune to spells
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    if(PHS_TotalSpellImmunity(oTarget)) return;
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    // Do they get through? (will save to take 2d6 damage)
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    if(PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NONE, oCaster))
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    {
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        // Allow access and damage
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        int nDam = PHS_MaximizeOrEmpower(6, 2, nMetaMagic);
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        effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
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        PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam);
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        return;
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    }
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    // Distance we need to move them back is going to be 4M away, so out of the
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    // AOE.
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    // Therefore, this is 4 - Current Distance.
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    float fDistance =  4.0 - GetDistanceBetween(oCaster, oTarget);
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    // Debug stuff, obviously we'll need to move them at least 1 meter away.
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    if(fDistance < 1.0)
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    {
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        fDistance = 1.0;
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    }
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    // Move the enterer back from the caster.
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    PHS_PerformMoveBack(oCaster, oTarget, fDistance, GetCommandable(oTarget));
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}
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