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.
		
			
				
	
	
		
			102 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			102 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Ethereal Shock
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//:: Spell FileName XXX_S_EtherealSh
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Evocation
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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: Ethereal Plane in same location as self
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    Area: 20M spread (60 ft.)
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    Duration: Instant
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    Saving Throw: Will Half
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    Spell Resistance: Yes
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    Source: Various (Arilou_skiff)
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    This spell releases a shockwave of ethereal energy, disrupting the ethereal
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    forms of  ethereal travellers and creatures.
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    The shockwave emanates from the caster's location, although on the ethereal
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    plane (if the caster is actually foolish enough to cast this while *on* the
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    ethereal plane he suffers the same effects as anyone else caught in the area).
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    Any ethereal creature caught in the blast suffers 1d6 points of damage per
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    level of the caster (maximum 12d6) as their ethereal bodies are torn apart
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    by the violent energies. Creatures on the Prime do not notice anything at all.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    Cool spell, hits only ethereal people :-)
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    And we can apply visuals to the people and no one else (of course) can
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    see anything.
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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_ETHEREAL_SHOCK)) return;
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    // Declare major variables
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    object oCaster = OBJECT_SELF;
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    object oTarget;
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    location lTarget = GetSpellTargetLocation();
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    int nCasterLevel = SMP_GetCasterLevel();
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    int nSpellSaveDC = SMP_GetSpellSaveDC();
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    int nMetaMagic = SMP_GetMetaMagicFeat();
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    int nDam;
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    float fDelay;
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    // Limit dice to 12d6
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    int nDice = SMP_LimitInteger(nCasterLevel, 12);
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    // Declare Effects
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    effect eVis = EffectVisualEffect(VFX_IMP_MAGBLUE);
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    // Get all targets in a sphere, 20M radius, creatures only.
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    oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 6.67, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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    // Loop targets
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    while(GetIsObjectValid(oTarget))
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    {
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        // PvP Check
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        if(!GetIsReactionTypeFriendly(oTarget, oCaster) &&
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        // Make sure they are not immune to spells
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           !SMP_TotalSpellImmunity(oTarget))
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        {
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            // Must be ethereal
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            if(SMP_GetIsEthereal(oTarget))
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            {
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                // Fire cast spell at event for the specified target
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                SMP_SignalSpellCastAt(oTarget, SMP_SPELL_ETHEREAL_SHOCK);
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                // Get the distance between the explosion and the target to calculate delay
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                fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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                // Spell resistance And immunity checking.
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                if(!SMP_SpellResistanceCheck(oCaster, oTarget, fDelay))
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                {
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                    // Roll damage for each target
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                    nDam = SMP_MaximizeOrEmpower(6, nDice, nMetaMagic);
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                    // Adjust the damage based on the Will Save.
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                    nDam = SMP_GetAdjustedDamage(SAVING_THROW_WILL, nDam, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NONE, oCaster, fDelay);
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                    // Need to do damage to apply visuals
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                    if(nDam > 0)
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                    {
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                        // Apply effects to the currently selected target.
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                        DelayCommand(fDelay, SMP_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_MAGICAL));
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                    }
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                }
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            }
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        }
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        // Get Next Target
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        oTarget = GetNextObjectInShape(SHAPE_SPHERE, 20.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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    }
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}
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