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.
		
			
				
	
	
		
			90 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//::///////////////////////////////////////////////
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//:: Shield
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//:: x0_s0_shield.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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    Immune to magic Missile
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    +4 general AC
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    DIFFERENCES: should be +7 against one opponent
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    but this cannot be done.
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    Duration: 1 turn/level
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent Knowles
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//:: Created On: July 15, 2002
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//:://////////////////////////////////////////////
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//:: Last Update By: Andrew Nobbs May 01, 2003
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//:: altered by mr_bumpkin Dec 4, 2003 for prc stuff
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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_ABJURATION);
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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 major variables
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    object oTarget = OBJECT_SELF;
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    effect eVis = EffectVisualEffect(VFX_IMP_AC_BONUS);
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    int nMetaMagic = PRCGetMetaMagicFeat();
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    int nACBonus = 4;
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    int nLevel = GetLevelByClass(CLASS_TYPE_ABJURANT_CHAMPION);
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    if(nLevel > 0)
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    {
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     nACBonus += nLevel;
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    }
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    effect eArmor = EffectACIncrease(nACBonus, AC_SHIELD_ENCHANTMENT_BONUS);
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    effect eSpell = EffectSpellImmunity(SPELL_MAGIC_MISSILE);
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    effect eSpell2 = EffectSpellImmunity(SPELL_MAJOR_MAGIC_MISSILE);
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    effect eDur = EffectVisualEffect(VFX_DUR_GLOBE_MINOR);
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    effect eLink = EffectLinkEffects(eArmor, eDur);
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    eLink = EffectLinkEffects(eLink, eSpell);
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    eLink = EffectLinkEffects(eLink, eSpell2);
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    int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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    int nDuration = CasterLvl; 
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    if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND)) //Duration is +100%
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    {
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         nDuration = nDuration * 2;
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    }
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    //Fire spell cast at event for target
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    SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, 417, FALSE));
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    PRCRemoveEffectsFromSpell(OBJECT_SELF, GetSpellId());
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    //Apply VFX impact and bonus effects
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    SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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    SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration),TRUE,-1,CasterLvl);
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Erasing the variable used to store the spell's spell school
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}
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