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.
		
			
				
	
	
		
			76 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			76 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Ray of Force
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//:: Spell FileName XXX_S_RayOfForce
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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 2
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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: Instant
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    Saving Throw: None
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    Spell Resistance: Yes
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    Source: Various (Josh_Kablack)
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    You snap your fingers and point at a target, causing a tangible ray of
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    gunmetal blue force to project forth from your finger. You must succeed at a
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    ranged touch attack to hit a target. The ray deals 2d6 points of force
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    damage to your target plus an additional +1 point per caster level (maximum +10).
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    Force damage is magical damage. Left in for now, like magic missile.
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    Easily done. Cap was +20, but now +10, inline with other level 2 spells.
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    Visual is a projectile.
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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_RAY_OF_FORCE)) 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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    // Ray touch attack
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    int nTouch = SMP_SpellTouchAttack(SMP_TOUCH_RAY, oTarget, TRUE);
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    // Bonus to damage
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    int nBonus = SMP_LimitInteger(nCasterLevel, 10);
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    // Damage is 2d6 + 1/caster level - magical
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    int nDam = SMP_MaximizeOrEmpower(6, 2, nMetaMagic, nBonus, nTouch);
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    // Declare effects
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    effect eVis = EffectVisualEffect(VFX_IMP_MAGBLUE);
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    // Signal event
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    SMP_SignalSpellCastAt(oTarget, SMP_SPELL_RAY_OF_FORCE);
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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);
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            }
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        }
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    }
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}
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