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.
		
			
				
	
	
		
			95 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			95 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//::///////////////////////////////////////////////
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//:: Name     Bodak Birth
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//:: FileName sp_bodak_birth.nss
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//:://////////////////////////////////////////////
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/**@file Bodak Birth
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Transmutation [Evil]
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Level: Clr 8
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Components: V S, F, Drug
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Casting Time: 1 minute
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Range: Touch
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Target: Caster or one creature touched
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Duration: Instantaneous
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Saving Throw: None (see text)
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Spell Resistance: No
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The caster transforms one willing subject (which can
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be the caster) into a bodak. Ignore all of the subject's
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old characteristics, using the bodak description in
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the Monster Manual instead.
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Before casting the spell, the caster must make a miniature
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figurine that represents the subject, then bathe it in the
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blood of at least three Small or larger animals. Once the
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spell is cast, anyone that holds the figurine can attempt
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to mentally communicate and control the bodak, but the
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creature resists such control with a successful Will saving
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throw. If the bodak fails, it must obey the holder of the
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figurine, but it gains a new saving throw every day to break
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the control. If the figurine is destroyed, the bodak
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disintegrates.
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Focus: Figurine of subject, bathed in animal blood.
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Drug Component: Agony
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Author:    Tenjac
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Created:
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
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{
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    PRCSetSchool(SPELL_SCHOOL_CONJURATION);
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    // Run the spellhook.
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    if (!X2PreSpellCastCode()) return;
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    //define vars
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    object oPC = OBJECT_SELF;
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    object oTarget = PRCGetSpellTargetObject();
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    int nType = MyPRCGetRacialType(oTarget);
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    int nCasterLvl = PRCGetCasterLevel(oPC);
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    int nMetaMagic = PRCGetMetaMagicFeat();
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    location lLoc = GetLocation(oTarget);
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    effect eDeath = EffectDeath();
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    PRCSignalSpellEvent(oTarget, FALSE, SPELL_BODAK_BIRTH, oPC);
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    //Agony check
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    if(GetPersistantLocalInt(oPC, "USING_AGONY"))
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    {
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        //"Willing" check
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        if(PRCGetHasEffect(EFFECT_TYPE_DAZED, oTarget)
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            || PRCGetHasEffect(EFFECT_TYPE_DOMINATED, oTarget)
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            || PRCGetHasEffect(EFFECT_TYPE_PARALYZE, oTarget)
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            || PRCGetHasEffect(EFFECT_TYPE_STUNNED, oTarget)
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            || PRCGetHasEffect(EFFECT_TYPE_CHARMED, oTarget)
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            || GetIsFriend(oTarget, oPC))
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        {
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            //Kill target
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            DeathlessFrenzyCheck(oTarget);
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            SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget);
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            //Create Bodak
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            object oBodak = CreateObject(OBJECT_TYPE_CREATURE, "nw_bodak", lLoc, FALSE);
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            //Will save to avoid control
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            if (!PRCMySavingThrow(SAVING_THROW_WILL, oBodak, (PRCGetSaveDC(oBodak,oPC)), SAVING_THROW_TYPE_MIND_SPELLS, oPC, 1.0))
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            {
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                effect eDom = SupernaturalEffect(EffectCutsceneDominated());
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                ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDom, oBodak);
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            }
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        }
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    }
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    //SPEvilShift(oPC);
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    PRCSetSchool();
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} |