forked from Jaysyn/PRC8
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.
71 lines
2.0 KiB
Plaintext
71 lines
2.0 KiB
Plaintext
#include "prc_alterations"
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#include "prc_feat_const"
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#include "prc_spell_const"
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void main()
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{
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if (!GetHasFeat(FEAT_TURN_UNDEAD, OBJECT_SELF))
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{
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SpeakStringByStrRef(40550);
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return;
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}
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int nClericLevel = GetLevelByClass(CLASS_TYPE_CLERIC);
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int nPaladinLevel = GetLevelByClass(CLASS_TYPE_PALADIN);
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int nBlackguardlevel = GetLevelByClass(CLASS_TYPE_BLACKGUARD);
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int nHospLevel = GetLevelByClass(CLASS_TYPE_HOSPITALER);
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int nSolLevel = GetLevelByClass(CLASS_TYPE_SOLDIER_OF_LIGHT);
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int nTNLevel = GetLevelByClass(CLASS_TYPE_TRUENECRO);
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int nTotalLevel = GetHitDice(OBJECT_SELF);
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int nTurnLevel = nClericLevel;
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int nClassLevel = nClericLevel;
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int nAlign = GetAlignmentGoodEvil(OBJECT_SELF);
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// GZ: Since paladin levels stack when turning, blackguard levels should stack as well
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// GZ: but not with the paladin levels (thus else if).
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if(nTNLevel > 0)
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{
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nClassLevel += (nTNLevel);
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nTurnLevel += (nTNLevel);
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}
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if((nBlackguardlevel - 2) > 0 && (nBlackguardlevel > nPaladinLevel))
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{
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nClassLevel += (nBlackguardlevel - 2);
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nTurnLevel += (nBlackguardlevel - 2);
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}
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else if((nPaladinLevel - 2) > 0)
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{
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nClassLevel += (nPaladinLevel -2);
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nTurnLevel += (nPaladinLevel - 2);
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}
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if((nHospLevel - 2) > 0)
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{
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nClassLevel += (nHospLevel -2);
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nTurnLevel += (nHospLevel - 2);
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}
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if ( nAlign == ALIGNMENT_GOOD)
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{
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nClassLevel += nSolLevel;
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nTurnLevel += nSolLevel;
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}
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object oTarget = PRCGetSpellTargetObject();
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int nDC = 10 + GetAbilityModifier(ABILITY_CHARISMA) + nTurnLevel/2;
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if (!FortitudeSave(oTarget,nDC))
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{
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effect eVis = EffectVisualEffect(VFX_IMP_HARM);
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effect eDmg = EffectDamage(d8(nClassLevel/2),DAMAGE_TYPE_DIVINE,DAMAGE_POWER_ENERGY);
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effect eLink =EffectLinkEffects(eVis,eDmg);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eLink,oTarget);
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}
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DecrementRemainingFeatUses(OBJECT_SELF, FEAT_TURN_UNDEAD);
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}
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