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
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//::///////////////////////////////////////////////
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//:: Aura of Fire
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//:: NW_S1_AuraFire.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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    Upon entering the aura of the creature the player
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    must make a will save or be stunned.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 25, 2001
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//:://////////////////////////////////////////////
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#include "prc_alterations"
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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 BurstWeapon(object oWeapon, float fDur)
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{
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    itemproperty ipFlames = ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_2d8);
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    DelayCommand(2.0, AddItemProperty(DURATION_TYPE_TEMPORARY, ipFlames, oWeapon, fDur));
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}
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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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    /*//Set and apply AOE object
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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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    effect eVis = EffectVisualEffect(VFX_DUR_ELEMENTAL_SHIELD);
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    int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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    int nDuration = CasterLvl;
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    int nMetaMagic = PRCGetMetaMagicFeat();
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    object oTarget = OBJECT_SELF;
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    int nDamageType =  ChangedElementalDamage(OBJECT_SELF, DAMAGE_TYPE_FIRE);
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    effect eShield = EffectDamageShield(nDuration, DAMAGE_BONUS_2d6, nDamageType);
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    effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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    effect eFire = EffectDamageImmunityIncrease(nDamageType, 100);
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    //Link effects
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    effect eLink = EffectLinkEffects(eShield, eFire);
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    eLink = EffectLinkEffects(eLink, eDur);
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    eLink = EffectLinkEffects(eLink, eVis);
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    //Fire cast spell at event for the specified target
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    SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, 761, FALSE));
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    //Enter Metamagic conditions
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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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    //Apply the VFX impact and effects
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    SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration),TRUE,-1,CasterLvl);
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    effect eAOE = EffectAreaOfEffect(AOE_MOB_FIRE, "x2_s0_hellfirea", "x2_s0_hellfirec");
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    SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, RoundsToSeconds(nDuration),TRUE,-1,CasterLvl);
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    //ExecuteScript(, OBJECT_SELF);
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    object oAoE = GetAreaOfEffectObject(GetLocation(OBJECT_SELF), "VFX_MOB_FIRE");
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    SetAllAoEInts(761, oAoE, PRCGetSpellSaveDC(761, SPELL_SCHOOL_EVOCATION), 0, CasterLvl);
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    // weapon burst into flames... (with a little delay so enemies can see the weapon bursting).
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    object oWeaponRight = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, OBJECT_SELF);
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    object oWeaponLeft = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, OBJECT_SELF);
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    if(oWeaponRight != OBJECT_INVALID)
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        BurstWeapon(oWeaponRight, RoundsToSeconds(nDuration));
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    if(oWeaponLeft != OBJECT_INVALID)
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        BurstWeapon(oWeaponLeft, RoundsToSeconds(nDuration));
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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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