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.
		
			
				
	
	
		
			155 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			155 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//::///////////////////////////////////////////////
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//:: Greater Scrying
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//:: sp_grscrying.nss
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//:://////////////////////////////////////////////
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/*
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    A spell that allows the caster to scry either
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    on any creature in the area they're in, or to 
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    scry on any PC. 
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Stratovarius
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//:: Created On: April 30, 2007
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//:://////////////////////////////////////////////
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#include "inc_dynconv"
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void ApplyScryEffects(object oPC)
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{
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    if(DEBUG) DoDebug("prc_inc_scry: ApplyScryEffects():\n"
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                    + "oPC = '" + GetName(oPC) + "'"
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                      );
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    // The Scryer is not supposed to be visible, nor can he move or cast
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    // He also can't take damage from scrying
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        effect eLink    = EffectSpellImmunity(SPELL_ALL_SPELLS);
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        // Damage immunities
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               eLink    = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_ACID,        100));
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               eLink    = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_BLUDGEONING, 100));
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               eLink    = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_COLD,        100));
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               eLink    = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_DIVINE,      100));
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               eLink    = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_ELECTRICAL,  100));
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               eLink    = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_FIRE,        100));
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               eLink    = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_MAGICAL,     100));
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               eLink    = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_NEGATIVE,    100));
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               eLink    = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_PIERCING,    100));
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               eLink    = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_POSITIVE,    100));
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               eLink    = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_SLASHING,    100));
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               eLink    = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_SONIC,       100));
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        // Specific immunities
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               eLink    = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_ABILITY_DECREASE));
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               eLink    = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_BLINDNESS));
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               eLink    = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_DEAFNESS));
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               eLink    = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_CRITICAL_HIT));
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               eLink    = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_DEATH));
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               eLink    = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_DISEASE));
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               eLink    = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_ENTANGLE));
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               eLink    = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_SLOW));
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               eLink    = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_KNOCKDOWN));
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               eLink    = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_NEGATIVE_LEVEL));
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               eLink    = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_PARALYSIS));
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               eLink    = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_SILENCE));
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               eLink    = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_SNEAK_ATTACK));
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               eLink    = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_TRAP));
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               eLink    = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_MIND_SPELLS));
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       // Random stuff
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       	       eLink      = EffectLinkEffects(eLink, EffectCutsceneGhost());
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       	       eLink      = EffectLinkEffects(eLink, EffectCutsceneImmobilize());
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       	       eLink      = EffectLinkEffects(eLink, EffectEthereal());
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       	       eLink      = EffectLinkEffects(eLink, EffectAttackDecrease(50));
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       	       eLink      = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY));
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       	       // Permanent until Scry ends
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       	       ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ExtraordinaryEffect(eLink), oPC, GetLocalFloat(oPC, "ScryDuration") + 6.0);
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    // Create array for storing a list of the nerfed weapons in
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    array_create(oPC, "Scry_Nerfed");
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    object oWeapon;
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    itemproperty ipNoDam = ItemPropertyNoDamage();
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    oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC);
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    if(IPGetIsMeleeWeapon(oWeapon)){
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        if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){
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            //SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE);
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            AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon);
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            array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon);
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        }
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        // Check left hand only if right hand had a weapon
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        oWeapon = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC);
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        if(IPGetIsMeleeWeapon(oWeapon)){
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            if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){
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                //SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE);
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                AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon);
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                array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon);
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        }}
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    }else if(IPGetIsRangedWeapon(oWeapon)){
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        if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){
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            //SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE);
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            AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon);
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            array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon);
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    }}
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    oWeapon = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oPC);
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    if(GetIsObjectValid(oWeapon)){
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        if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){
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            //SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE);
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            AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon);
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            array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon);
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    }}
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    oWeapon = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oPC);
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    if(GetIsObjectValid(oWeapon)){
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        if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){
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            //SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE);
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            AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon);
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            array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon);
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    }}
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    oWeapon = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oPC);
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    if(GetIsObjectValid(oWeapon)){
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        if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){
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            //SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE);
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            AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon);
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            array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon);
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    }}
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}
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void main()
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{
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        object oPC = OBJECT_SELF;
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DeleteLocalInt(oPC, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(oPC, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_DIVINATION);
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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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        //Declare major variables
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        object oTarget;
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        int nCasterLvl = PRCGetCasterLevel(oPC);
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        int nSpell = PRCGetSpellId();
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        int nDC = PRCGetSaveDC(oTarget, oPC);
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        float fDur = HoursToSeconds(nCasterLvl);
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        int nMetaMagic = PRCGetMetaMagicFeat();
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    	//Make Metamagic check for extend
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    	if ((nMetaMagic & METAMAGIC_EXTEND))
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    	{
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        	fDur = fDur * 2;
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    	}                
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        SetLocalInt(oPC, "ScryCasterLevel", nCasterLvl);
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        SetLocalInt(oPC, "ScrySpellId", nSpell);
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        SetLocalInt(oPC, "ScrySpellDC", nDC);
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        SetLocalFloat(oPC, "ScryDuration", fDur);      
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        //AssignCommand(oPC, ClearAllActions(TRUE));
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        StartDynamicConversation("prc_scry_conv", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
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        // Apply the immunity effects
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        ApplyScryEffects(oPC);
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DeleteLocalInt(oPC, "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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