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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//:: Epic Ward
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//:: X2_S2_EpicWard.
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//:: Copyright (c) 2003 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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    Makes the caster invulnerable to damage
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    (equals damage reduction 50/+20)
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    Lasts 1 round per level
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Georg Zoeller
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//:: Created On: Aug 12, 2003
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//:://////////////////////////////////////////////
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//:: modified by mr_bumpkin Dec 15, 2003 for PRC stuff
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#include "prc_inc_spells"
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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 2003-06-23 by GeorgZ
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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 = PRCGetSpellTargetObject();
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    int nDuration = PRCGetCasterLevel(OBJECT_SELF);
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    //Fire cast spell at event for the specified target
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    SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), FALSE));
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    int nLimit = 50*nDuration;
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    effect eDur = EffectVisualEffect(495);
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    effect eProt = EffectDamageReduction(50, DAMAGE_POWER_PLUS_TWENTY, nLimit);
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    effect eLink = EffectLinkEffects(eDur, eProt);
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    eLink = EffectLinkEffects(eLink, eDur);
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    // * Brent, Nov 24, making extraodinary so cannot be dispelled
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    eLink = ExtraordinaryEffect(eLink);
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    PRCRemoveEffectsFromSpell(OBJECT_SELF, GetSpellId());
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    //Apply the armor bonuses and the VFX impact
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    ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the local integer storing the spellschool name
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}
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