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.
		
			
				
	
	
		
			64 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//::///////////////////////////////////////////////
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//:: See Invisibility
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//:: NW_S0_SeeInvis.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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    Allows the mage to see creatures that are
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    invisible
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Jan 7, 2002
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//:://////////////////////////////////////////////
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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#include "prc_inc_spells"
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_DIVINATION);
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/*
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  Spellcast Hook Code
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  Added 2003-06-23 by GeorgZ
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  If you want to make changes to all spells,
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  check x2_inc_spellhook.nss to find out more
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*/
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    if (!X2PreSpellCastCode())
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    {
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    // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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        return;
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    }
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// End of Spell Cast Hook
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    //Declare major variables
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    object oTarget = PRCGetSpellTargetObject();
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    effect eVis = EffectVisualEffect(VFX_DUR_MAGICAL_SIGHT);
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    effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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    effect eSight = EffectSeeInvisible();
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    effect eLink = EffectLinkEffects(eVis, eSight);
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    eLink = EffectLinkEffects(eLink, eDur);
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    //Fire cast spell at event for the specified target
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    SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SEE_INVISIBILITY, FALSE));
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    int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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    int nDuration = CasterLvl;
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    int nMetaMagic = PRCGetMetaMagicFeat();
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    //Enter Metamagic conditions
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    if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND))
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    {
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        nDuration = nDuration *2; //Duration is +100%
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    }
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    //Apply the VFX impact and effects
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    SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration),TRUE,-1,CasterLvl);
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the integer used to hold the spells spell school
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}
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