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.
		
			
				
	
	
		
			80 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			80 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void BioWareDrown(int nCasterLevel, object oCaster, object oTarget, float fDelay);
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void main()
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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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    if (!X2PreSpellCastCode()) return;
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    PRCSetSchool(SPELL_SCHOOL_CONJURATION);
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    // Get the spell target location as opposed to the spell target.
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    location lTarget = PRCGetSpellTargetLocation();
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    // Get the effective caster level.
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    int nCasterLvl = PRCGetCasterLevel();
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    // Apply a fancy effect for such a high level spell.
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    //ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SOUND_BURST), lTarget);
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    float fDelay;
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    // Declare the spell shape, size and the location.  Capture the first target object in the shape.
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    // Cycle through the targets within the spell shape until an invalid object is captured.
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    int nTargets = 0;
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    object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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    while (GetIsObjectValid(oTarget))
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    {
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        fDelay = PRCGetSpellEffectDelay(lTarget, oTarget);
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        // Run the Bioware drown code.
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        object oCaster = OBJECT_SELF;
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        BioWareDrown (nCasterLvl, oCaster, oTarget, fDelay);
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        oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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    }
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    PRCSetSchool();
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}
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//
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// BioWare's drown code from x0_s0_drown.nss
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//
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void BioWareDrown(int nCasterLevel, object oCaster, object oTarget, float fDelay)
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{
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    //Declare major variables
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//    object oTarget = PRCGetSpellTargetObject();
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//    int nCasterLevel = GetCasterLevel(OBJECT_SELF);
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    int nDam = GetCurrentHitPoints(oTarget);
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    //Set visual effect
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    effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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    effect eDam;
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    //Check faction of target
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    if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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//  if(!GetIsReactionTypeFriendly(oTarget))
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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, 437));
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        //Make SR Check
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        if(!PRCDoResistSpell(OBJECT_SELF, oTarget, nCasterLevel + SPGetPenetr()))
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        {
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            // * certain racial types are immune
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            if ((MyPRCGetRacialType(oTarget) != RACIAL_TYPE_CONSTRUCT)
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                &&(MyPRCGetRacialType(oTarget) != RACIAL_TYPE_UNDEAD)
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                &&(MyPRCGetRacialType(oTarget) != RACIAL_TYPE_ELEMENTAL))
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            {
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                //Make a fortitude save
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                if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, PRCGetSaveDC(oTarget, oCaster)))
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                {
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                    nDam = FloatToInt(nDam * 0.9);
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                    eDam = PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_BLUDGEONING);
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                    //Apply the VFX impact and damage effect
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                    DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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                    DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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                }
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            }
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        }
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    }
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}
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