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.
		
			
				
	
	
		
			113 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			113 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Song of Discord
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//:: Spell FileName PHS_S_SongOfDisc
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Enchantment (Compulsion) [Mind-Affecting, Sonic]
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    Level: Brd 5
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    Components: V, S
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    Casting Time: 1 standard action
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    Range: Medium (20M)
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    Area: Creatures within a 6.67-M.-radius spread
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    Duration: 1 round/level
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    Saving Throw: Will negates
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    Spell Resistance: Yes
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    This spell causes those within the area to turn on each other rather than
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    attack their foes, applying a confusion-like effect onto thier minds. Each
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    affected creature has a 50% chance to attack the nearest target each round.
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    (Roll to determine each creature’s behavior every round at the beginning of
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    its turn.) A creature that does not attack its nearest neighbor is free to
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    act normally for that round.
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    Creatures forced by a song of discord to attack their fellows employ all
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    methods at their disposal, choosing their deadliest spells and most
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    advantageous combat tactics. They do not, however, harm targets that have
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    fallen unconscious.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    Uses EffectConfusion and changes the confusion heartbeat.
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    50% chance of them attacking the nearest target - uses another script to
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    choose either ranged attacks, melee attacks, or thier best spell to cast
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    against the nearest target (dispite if it'll affect them or not)
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    Can affect allies!
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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_SONG_OF_DISCORD)) 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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    object oTarget;
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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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    float fDelay;
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    // 1 round/level duration.
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    float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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    // Declare effects
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    effect eVis = EffectVisualEffect(VFX_IMP_CONFUSION_S);
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    effect eConfuse = EffectConfused();
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    effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
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    effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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    // Link duration VFX and confusion effects
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    effect eLink = EffectLinkEffects(eDur, eConfuse);
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    eLink = EffectLinkEffects(eLink, eCessate);
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    // Apply AOE visual
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    effect eImpact = EffectVisualEffect(VFX_FNF_LOS_NORMAL_20);
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    PHS_ApplyLocationVFX(lTarget, eImpact);
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    // Search through target area
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    oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 6.67, lTarget);
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    while(GetIsObjectValid(oTarget))
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    {
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        // PvP check
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        if(GetIsReactionTypeHostile(oTarget))
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        {
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            // Fire cast spell at event for the specified target
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            PHS_SignalSpellCastAt(oTarget, PHS_SPELL_SONG_OF_DISCORD);
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            // Must be able to hear
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            if(PHS_GetCanHear(oTarget))
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            {
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                // Get a random short delay
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                fDelay = PHS_GetRandomDelay(0.1, 0.5);
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                // Check spell resistance and immunity
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                if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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                {
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                    // Check mind immunity and confusion immunity
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                    if(!PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_CONFUSED, fDelay, oCaster) &&
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                       !PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_MIND_SPELLS, fDelay, oCaster))
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                    {
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                        // Make Will Save against Mind spells
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                        if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_MIND_SPELLS, oCaster, fDelay))
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                        {
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                            // Apply effecs
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                            DelayCommand(fDelay, PHS_ApplyVFX(oTarget, eVis));
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                            PHS_ApplyDuration(oTarget, eLink, fDuration);
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                        }
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                    }
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                }
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            }
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        }
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        // Get next target in the shape
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        oTarget = GetNextObjectInShape(SHAPE_SPHERE, 6.67, lTarget);
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    }
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}
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