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.
		
			
				
	
	
		
			76 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			76 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Slay Living
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//:: Spell FileName PHS_S_ SlayLiving
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Necromancy [Death]
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    Level: Clr 5, Death 5
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    Components: V, S
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    Casting Time: 1 standard action
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    Range: Touch
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    Target: Living creature touched
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    Duration: Instantaneous
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    Saving Throw: Fortitude partial
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    Spell Resistance: Yes
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    You can slay any one living creature. You must succeed on a melee touch attack
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    to touch the subject, and it can avoid death with a successful Fortitude save.
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    If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    Death and whatever. Needs a living target.
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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_SLAY_LIVING)) 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 nCasterLevel = PHS_GetCasterLevel();
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    int nSpellSaveDC = PHS_GetSpellSaveDC();
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    int nMetaMagic = PHS_GetMetaMagicFeat();
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    // Damage is 3d6 + Caster level to no limit.
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    int nDamage = PHS_MaximizeOrEmpower(6, 3, nMetaMagic, nCasterLevel);
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    // Delcare effects
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    // Death effects
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    effect eVis = EffectVisualEffect(VFX_IMP_DEATH_L);
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    effect eDeath = EffectDeath();
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    // Damage effects
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    effect eVis2 = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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    // Signal Spell cast at
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    PHS_SignalSpellCastAt(oTarget, PHS_SPELL_SLAY_LIVING);
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    // PvP Check
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    if(!GetIsReactionTypeFriendly(oTarget))
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    {
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        // Spell Resistance + Immunity check + Immunity to death
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        if(!PHS_SpellResistanceCheck(oCaster, oTarget) &&
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           !PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_DEATH))
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        {
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            // Saving throw check
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            if(!PHS_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_DEATH))
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            {
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                // Fail and we apply death
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                PHS_ApplyInstantAndVFX(oTarget, eVis, eDeath);
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            }
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            else
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            {
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                // Even if they pass, we do damage.
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                PHS_ApplyDamageVFXToObject(oTarget, eVis2, nDamage, DAMAGE_TYPE_NEGATIVE);
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            }
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        }
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    }
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}
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