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
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			62 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*
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13/02/19 by Stratovarius
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Flesh Fails
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Apprentice, Touch of Twilight 
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Level/School: 2nd/Necromancy 
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Range: Touch 
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Target: Living creature touched 
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Duration: Instantaneous 
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Saving Throw: None 
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Spell Resistance: Yes
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You open your enemy to the darkness, trading his physical attributes for weaker abilities belonging to creatures of shadow.
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You deal either 4 points of Strength damage, 4 points of Dexterity damage, or 2 points of Constitution damage to the subject; you choose which kind of ability damage when you cast the mystery.
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*/
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#include "shd_inc_shdfunc"
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#include "shd_mysthook"
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#include "prc_inc_sp_tch"
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void main()
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{
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    if(!ShadPreMystCastCode()) return;
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    object oShadow      = OBJECT_SELF;
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    object oTarget      = PRCGetSpellTargetObject();
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    struct mystery myst = EvaluateMystery(oShadow, oTarget, METASHADOW_NONE);
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    if(myst.bCanMyst)
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    {
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        myst.nPen = ShadowSRPen(oShadow, myst.nShadowcasterLevel);
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        SignalEvent(oTarget, EventSpellCastAt(oShadow, myst.nMystId));
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        int nAttack = PRCDoMeleeTouchAttack(oTarget);
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        if (nAttack > 0)
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        {
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            // Only creatures, and PvP check.
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            if(!GetIsReactionTypeFriendly(oTarget))
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            {
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                // Check Spell Resistance
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                if(!PRCDoResistSpell(oShadow, oTarget, myst.nPen) || myst.bIgnoreSR)
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                {   
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                    int nAbil = ABILITY_STRENGTH;
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                    int nDam = 4;
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                    if (myst.nMystId == MYST_FLESH_FAILS_DEX)
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                        nAbil = ABILITY_DEXTERITY;
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                    else if (myst.nMystId == MYST_FLESH_FAILS_CON)
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                    {
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                        nAbil = ABILITY_CONSTITUTION;
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                        nDam = 2;
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                    }    
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                    ApplyAbilityDamage(oTarget, nAbil, nDam, DURATION_TYPE_PERMANENT, TRUE);
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                    SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DISENTIGRATION_SMP), oTarget);
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                }    
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            }
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        }
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    }
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} |