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.
		
			
				
	
	
		
			125 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			125 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Resist Energy
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//:: Spell FileName PHS_S_ResistEner
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Abjuration
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    Level: Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, Sor/Wiz 2
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    Components: V, S, DF
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    Casting Time: 1 standard action
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    Range: Touch
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    Target: Creature touched
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    Duration: 10 min./level
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    Saving Throw: Fortitude negates (harmless)
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    Spell Resistance: Yes (harmless)
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    This abjuration grants a creature limited protection from damage of whichever
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    one of five energy types you select: acid, cold, electricity, fire, or sonic.
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    The subject gains energy resistance 10 against the energy type chosen,
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    meaning that each time the creature is subjected to such damage (whether
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    from a natural or magical source), that damage is reduced by 10 points
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    before being applied to the creature’s hit points. The value of the energy
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    resistance granted increases to 20 points at 7th level and to a maximum of
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    30 points at 11th level. The spell protects the recipient’s equipment as
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    well.
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    Resist energy absorbs only damage. The subject could still suffer unfortunate
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    side effects.
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    Note: Resist energy overlaps (and does not stack with) protection from
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    energy. If a character is warded by protection from energy and resist
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    energy, the protection spell absorbs damage until its power is exhausted.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    This, unlike Protection From Energy, doesn't run out until the duration
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    does.
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    Unlike Protection From Energy, it can't all be absorbed at once. This can
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    increase to 30 points of energy damage resistance at level 11.
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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_RESIST_ENERGY)) 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 nMetaMagic = PHS_GetMetaMagicFeat();
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    int nCasterLevel = PHS_GetCasterLevel();
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    int nSpellId = GetSpellId();
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    // Duration - 10 Mins/level
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    float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel * 10, nMetaMagic);
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    int nDamageMax;
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    // 30 DR at level 11+
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    if(nCasterLevel >= 11)
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    {
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        nDamageMax = 30;
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    }
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    // 20 DR at 7+
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    else if(nCasterLevel >= 7)
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    {
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        nDamageMax = 20;
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    }
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    // 10 DR otherwise.
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    else
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    {
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        nDamageMax = 10;
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    }
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    // What damage type?
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    int nDamageType = DAMAGE_TYPE_FIRE;
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    // Check spell
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    if(nSpellId == PHS_SPELL_RESIST_ENERGY_ACID)
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    {
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        nDamageType = DAMAGE_TYPE_ACID;
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    }
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    else if(nSpellId == PHS_SPELL_RESIST_ENERGY_COLD)
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    {
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        nDamageType = DAMAGE_TYPE_COLD;
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    }
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    else if(nSpellId == PHS_SPELL_RESIST_ENERGY_ELECTRICAL)
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    {
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        nDamageType = DAMAGE_TYPE_ELECTRICAL;
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    }
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    else if(nSpellId == PHS_SPELL_RESIST_ENERGY_SONIC)
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    {
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        nDamageType = DAMAGE_TYPE_SONIC;
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    }
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    // Default to fire
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    else // if(nSpellId == PHS_SPELL_RESIST_ENERGY_FIRE)
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    {
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        nDamageType = DAMAGE_TYPE_FIRE;
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    }
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    // Delcare effects
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    effect eDur = EffectVisualEffect(PHS_VFX_DUR_PROTECTION_ENERGY);
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    // Unlike "Protection from Energy", it is unlimited amount, but only takes 10 off.
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    effect eDamageResistance = EffectDamageResistance(nDamageType, nDamageMax);
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    effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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    effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
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    // Link effects
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    effect eLink = EffectLinkEffects(eDur, eDamageResistance);
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    eLink = EffectLinkEffects(eLink, eCessate);
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    // We don't remove previous castings except of the same spell.
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    PHS_RemoveSpellEffectsFromTarget(nSpellId, oTarget);
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    // Signal event
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    PHS_SignalSpellCastAt(oTarget, PHS_SPELL_RESIST_ENERGY, FALSE);
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    // Apply effects
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    PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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