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.
		
			
				
	
	
		
			98 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			98 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Cleave Health
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//:: Spell FileName XXX_S_CleaveHeal
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Necromancy
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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: Close (8M)
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    Effect: Ray
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    Duration: Instantaneous
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    Saving Throw: Fortitude half
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    Spell Resistance: Yes
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    Source: Various (Aenea DM)
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    Upon casting of this spell, a crackling black ray of magic strikes a single
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    target. The target immediately suffers enough negative energy damage to drain
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    him of 1/2 of his current hit points. A creature with 1 or fewer hit points
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    is unaffected.
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    If the target succeeds at a Fortitude save, he loses only 1/4 of his current
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    hit points.
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    Creatures who are not alive, such as Undead, constructs, and elementals are
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    unaffected by this spell.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    The level might change, the effects might change (maybe a quarter to start with)
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    if the spell becomes overpowered.
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    The spell is easy to do though - and is original, well, quite original.
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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_CLEAVE_HEALTH)) 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 nSpellSaveDC = SMP_GetSpellSaveDC();
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    int nCurrentHP = GetCurrentHitPoints(oTarget);
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    // Ray touch attack
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    int nTouch = SMP_SpellTouchAttack(SMP_TOUCH_RAY, oTarget, TRUE);
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    // Damage is defined depending on saving throw
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    int nDam;
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    // Declare effects
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    effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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    // Signal event
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    SMP_SignalSpellCastAt(oTarget, SMP_SPELL_CLEAVE_HEALTH);
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    // Do hit/miss ray
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    SMP_ApplyTouchBeam(oTarget, VFX_BEAM_BLACK, 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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            // Spell Resistance
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            if(!SMP_SpellResistanceCheck(oCaster, oTarget))
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            {
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                // Fortitude for quarter damage, else do half damage.
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                // * Negative based fortitude save
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                if(SMP_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NEGATIVE))
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                {
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                    // Sucess: Damage is 1/4 HP
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                    nDam = nCurrentHP / 4;
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                }
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                else
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                {
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                    // Failure: Damage is 1/2 HP
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                    nDam = nCurrentHP / 2;
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                }
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                // Need 1HP or more, so check here.
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                if(nDam > 0)
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                {
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                    // Apply damage and effects
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                    SMP_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_NEGATIVE);
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                }
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            }
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        }
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    }
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}
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