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.
		
			
				
	
	
		
			74 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			74 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Adventurer's Luck
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//:: Spell FileName XXX_S_AdventLuck
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Transmutation
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    Also known as: Drawmij's Adventurer's Luck
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    Level: Sor/Wiz 2
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    Components: V, S, M
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    Casting Time: 1 round
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    Range: Touch
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    Target: Creature touched
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    Duration: 10 minutes
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    Saving Throw: Will negates (harmless)
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    Spell Resistance: Yes (Harmless)
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    Source: Various (Owain_Abjurer)
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    This spell bestows upon the touched creature incredible luck. For the
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    duration of the spell, the recipient of this magic gains a +1 luck bonus per
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    4 caster levels (maximum of +5 bonus) on saving throws and skill checks.
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    Material Components: Ruby dust to be sprinkled over the target's head (worth
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    50 gold pieces).
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    Will provide the bonuses, as usual, for 10 minutes (it was 30) which might
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    change to 1 minute/level, but probably not.
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    Removed "bonus to ability checks" as there is no way of adding that (dammit!)
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "SMP_INC_SPELLS"
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void main()
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{
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    // Spell Hook Check.
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    if(!SMP_SpellHookCheck(SMP_SPELL_ADVENTURERS_LUCK)) 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 = SMP_GetCasterLevel();
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    int nMetaMagic = SMP_GetMetaMagicFeat();
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    // Duration is 10 minutes
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    float fDuration = SMP_GetDuration(SMP_MINUTES, 10, nMetaMagic);
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    // Get bonus to apply
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    int nBonus = SMP_LimitInteger(nCasterLevel/4, 5, 1);
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    // Declare effects
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    effect eVis = EffectVisualEffect(SMP_VFX_IMP_ADVENTURERS_LUCK);
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    effect eSkill = EffectSkillIncrease(SKILL_ALL_SKILLS, nBonus);
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    effect eSave = EffectSavingThrowIncrease(SAVING_THROW_ALL, nBonus);
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    effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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    // Link effects
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    effect eLink = EffectLinkEffects(eSkill, eSave);
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    eLink = EffectLinkEffects(eLink, eCessate);
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    // Remove previous effects
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    SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_ADVENTURERS_LUCK, oTarget);
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    // Signal spell cast at
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    SMP_SignalSpellCastAt(oTarget, SMP_SPELL_ADVENTURERS_LUCK, FALSE);
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    // Apply effects to the target
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    SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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