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.
		
			
				
	
	
		
			60 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			60 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Renewal
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//:: Spell FileName XXX_S_Renewal
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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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    Level: Sor/Wiz 3
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    Components: V, S, M
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    Casting Time: 1 standard action
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    Range: Touch
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    Target: Willing living creature touched
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    Duration: Instantaneous
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    Saving Throw: None
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    Spell Resistance: Yes (Harmless)
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    Source: Various (Sproik)
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    The willing subject regains lost hit points as if it had rested for a night,
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    at 1 hit point per level of the target (though this healing does not restore
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    temporary ability damage and provide other benefits of resting).
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    Material Component: A small pillow.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    As it seems, this is taken directly from the spell Polymorph :-D
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    Therefore, this is fine, even as it is a sorceror/wizard spell.
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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_RENEWAL)) 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 nHeal;
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    // Check if even alive.
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    if(SMP_GetIsAliveCreature(oTarget, "*You must target a living creature to heal*"))
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    {
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        // Get total healing to be done. 1 HP per target HD.
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        nHeal = GetHitDice(oTarget);
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        // Declare what to heal
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        effect eHeal = EffectHeal(nHeal);
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        effect eVis = EffectVisualEffect(VFX_IMP_SLEEP);
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        // Do the healing and visual
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        SMP_ApplyInstantAndVFX(oTarget, eVis, eHeal);
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    }
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}
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