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.
		
			
				
	
	
		
			68 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			68 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//::///////////////////////////////////////////////
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//:: Pulse Drown
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//:: NW_S1_PulsDrwn
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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    CHANGED JANUARY 2003
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     - does an actual 'drown spell' on each target
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     in the area of effect.
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     - Each use of this spells consumes 50% of the
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     elementals hit points.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watmaniuk
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//:: Created On: April 15, 2002
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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#include "NW_I0_SPELLS"
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void Drown(object oTarget)
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{
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    effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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    // * certain racial types are immune
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    if ((GetRacialType(oTarget) != RACIAL_TYPE_CONSTRUCT)
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     &&(GetRacialType(oTarget) != RACIAL_TYPE_UNDEAD)
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     &&(GetRacialType(oTarget) != RACIAL_TYPE_ELEMENTAL))
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    {
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        //Make a fortitude save
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        if(MySavingThrow(SAVING_THROW_FORT, oTarget, 20) == FALSE)
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        {
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            //Apply the VFX impact and damage effect
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            ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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            //Set damage effect to kill the target
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            ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oTarget);
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         }
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    }
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}
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void main ()
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{
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    int nDamage = GetCurrentHitPoints() / 2;
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    ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamage(nDamage), OBJECT_SELF);
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    //Declare major variables
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    object oTarget;
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    int bSave = FALSE;
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    int nIdx;
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    effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_WATER);
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    ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF);
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    oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF));
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    while(GetIsObjectValid(oTarget) == TRUE)
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    {
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      	if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF)
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    	{
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            //Fire cast spell at event for the specified target
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            SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_PULSE_DROWN));
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            //Drown(oTarget);
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            ActionCastSpell(SPELL_DROWN, GetHitDice(OBJECT_SELF), 0, 20, METAMAGIC_NONE, CLASS_TYPE_INVALID, FALSE, TRUE, oTarget);
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        }
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        oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF));
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    }
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}
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