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.
		
			
				
	
	
		
			62 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			62 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//::///////////////////////////////////////////////
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//:: Wall of Frost
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//:: SP_WallFrost.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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    Creates a wall of ice that chills any creature
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    entering the area around the wall.  Those moving
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    through the AOE are frostbitten for 4d6 cold damage
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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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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION);
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/*
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  Spellcast Hook Code
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  Added 2003-06-20 by Georg
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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 Area of Effect object using the appropriate constant
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    effect eAOE = EffectAreaOfEffect(AOE_PER_WALLFROST);
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    //Get the location where the wall is to be placed.
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    location lTarget = PRCGetSpellTargetLocation();
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    int nCasterLevel = PRCGetCasterLevel();
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    int nDuration = nCasterLevel / 2;
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    if(nDuration == 0)
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    {
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        nDuration = 1;
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    }
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    int nMetaMagic = PRCGetMetaMagicFeat();
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        //Check fort metamagic
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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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    //Create the Area of Effect Object declared above.
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    ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAOE, lTarget, RoundsToSeconds(nDuration));
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    object oAoE = GetAreaOfEffectObject(lTarget, "VFX_PER_WALLFROST");
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    SetAllAoEInts(GetSpellId(), oAoE, PRCGetSpellSaveDC(GetSpellId(), SPELL_SCHOOL_EVOCATION), 0, nCasterLevel);
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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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