Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
61 lines
2.0 KiB
Plaintext
61 lines
2.0 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Web: On Heartbeat
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//:: Spell FileName PHS_S_WebC
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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On Heartbeat:
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Strength check to remove the proper entanglment, and will get the fake
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one applied instead. Only "saves" if got proper entanglement.
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Always keep the 80% speed decrease.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Check AOE status
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if(!PHS_CheckAOECreator()) return;
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// Declare major variables
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object oTarget;
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object oCaster = GetAreaOfEffectCreator();
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int nDC = 20;
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// Declare major effects
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effect eDur = EffectVisualEffect(VFX_DUR_WEB);
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// Fake entangle
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effect eFakeEntangle1 = EffectACDecrease(4);
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effect eFakeEntangle2 = EffectAttackDecrease(2);
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effect eFakeEntangleLink = EffectLinkEffects(eFakeEntangle1, eFakeEntangle2);
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eFakeEntangleLink = EffectLinkEffects(eFakeEntangleLink, eDur);
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eFakeEntangleLink = SupernaturalEffect(eFakeEntangleLink);
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// Get first valid target in the AOE
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oTarget = GetFirstInPersistentObject();
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while(GetIsObjectValid(oTarget))
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{
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// Check if got entanglement from this spell
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if(PHS_GetHasEffectFromSpell(EFFECT_TYPE_ENTANGLE, oTarget, PHS_SPELL_WEB))
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{
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// Text the roll and bonus
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if(PHS_AbilityCheck(oTarget, ABILITY_STRENGTH, nDC))
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{
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// Pass - Partial entanglement
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// Remove old entanglement
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PHS_RemoveSpecificEffectFromSpell(EFFECT_TYPE_ENTANGLE, PHS_SPELL_WEB, oTarget, SUBTYPE_IGNORE);
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// Do new entanglement
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PHS_ApplyPermanent(oTarget, eFakeEntangleLink);
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}
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}
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// Get next valid target in the AOE
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oTarget = GetNextInPersistentObject();
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}
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}
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