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.
		
			
				
	
	
		
			67 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			67 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
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#include "prc_alterations"
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#include "prc_inc_spells"
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#include "inv_inc_invfunc"
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#include "inv_invokehook"
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void main()
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{
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    if (!PreInvocationCastCode())
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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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    object oTarget;
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    object oPC = OBJECT_SELF;
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    int CasterLvl = GetInvokerLevel(oPC, GetInvokingClass());
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    int nPenetr = SPGetPenetrAOE(oPC);
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    effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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    effect eVis2 = EffectVisualEffect(VFX_IMP_DESTRUCTION);
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    effect eVis = EffectVisualEffect(VFX_IMP_EVIL_HELP);
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    SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC);
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    oTarget = GetFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(10.0), GetLocation(oPC), TRUE,
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                                    OBJECT_TYPE_CREATURE, GetPosition(oPC));
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    while(GetIsObjectValid(oTarget))
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    {
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        int iHP = GetCurrentHitPoints(oTarget);
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        int nBonus = GetHitDice(oTarget);
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        if(nBonus > 10) nBonus = 10;
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        effect eHP = EffectTemporaryHitpoints(nBonus);
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        effect eLink = EffectLinkEffects(eHP, eDur);
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        //Resist magic check
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        if (iHP < 0)
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        {
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            //Fire cast spell at event for the specified target
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            SignalEvent(oTarget, EventSpellCastAt(oPC, INVOKE_SOULREAVING_AURA));
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            if(!PRCDoResistSpell(oPC, oTarget,nPenetr))
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            {
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                SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(1), oTarget);
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                SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget);
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                iHP--;
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                if(iHP < -9)
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                {
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                        //Apply the bonuses to the PC
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                    SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oPC, RoundsToSeconds(1),TRUE,-1,CasterLvl);
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                }
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            }
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        }
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        oTarget = GetNextObjectInShape(SHAPE_SPHERE, FeetToMeters(10.0), GetLocation(oPC), TRUE,
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                                    OBJECT_TYPE_CREATURE, GetPosition(oPC));
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    }
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}
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