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.
		
			
				
	
	
		
			94 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			94 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Chill of the Void
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//:: Spell FileName XXX_S_ChillOfVoi
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Necromany [Cold]
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    Level: Sor/Wiz 4
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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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    Effect: Ray
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    Duration: Instantaneous
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    Saving Throw: Instantaneous
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    Spell Resistance: Yes
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    Source: Various (Law)
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    A purple ray springs from your hand. You draw power from the void giving you
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    the power to chill more then just one part of the flesh but all the flesh of
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    the target. You must succeed at a ranged touch attack to strike the target.
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    The target takes 1d4 points of cold  damage per caster level (maximum 10d4)
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    there is no save for this part of the spell. The target creature also takes
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    2 points of Constitution damage unless it makes a successful Fortitude
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    saving throw.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    Simple, and effective.
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    The consitution damage is made supernatural, it has no duration and cannot
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    be dispelled because of it, and so may last forever.
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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_CHILL_OF_THE_VOID)) 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 = SMP_GetMetaMagicFeat();
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    int nCasterLevel = SMP_GetCasterLevel();
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    int nSpellSaveDC = SMP_GetSpellSaveDC();
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    // Ranged touch attack
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    int nTouch = SMP_SpellTouchAttack(SMP_TOUCH_RAY, oTarget, TRUE);
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    // Dice
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    int nDice = SMP_LimitInteger(nCasterLevel, 10);
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    // Damage is 1d4/level - cold damage
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    int nDam = SMP_MaximizeOrEmpower(4, nDice, nMetaMagic, FALSE, nTouch);
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    // Declare effects
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    effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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    effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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    effect eCon = EffectAbilityDecrease(ABILITY_CONSTITUTION, 2);
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    effect eLink = EffectLinkEffects(eDur, eCon);
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    // Supernatural
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    eLink = SupernaturalEffect(eLink);
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    // Signal event
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    SMP_SignalSpellCastAt(oTarget, SMP_SPELL_CHILL_OF_THE_VOID);
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    // Do hit/miss ray - Purple Odd beam.
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    SMP_ApplyTouchBeam(oTarget, VFX_BEAM_ODD, nTouch);
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    // Touch attack
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    if(nTouch)
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    {
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        // PvP check
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        if(!GetIsReactionTypeFriendly(oTarget))
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        {
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            // Resistance
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            if(!SMP_SpellResistanceCheck(oCaster, oTarget))
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            {
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                // Apply effects
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                SMP_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_COLD);
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                // Fortitude save for no con damage
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                if(!SMP_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_COLD))
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                {
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                    SMP_ApplyPermanent(oTarget, eLink);
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                }
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            }
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        }
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    }
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}
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