Initial upload.
Adding base PRC 4.19a files to repository.
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trunk/users/Tenjac/spells/sp_soulorder.nss
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trunk/users/Tenjac/spells/sp_soulorder.nss
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//:://////////////////////////////////////////////
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//:: Name Soul of Order
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//:: FileName sp_soulorder.nss
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//:://////////////////////////////////////////////
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/** @file Transmutation [Lawful]
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Level: Paladin 1, Sorcerer 2, Wizard 2,
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Components: V, S,
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Casting Time: 1 standard action
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Range: Personal
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Target: You
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Duration: 1 hour
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A shimmering field of silver energy flows up your
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body from your feet to your head, giving your skin a
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metallic sheen.
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This spell infuses your body with energy drawn from
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the primal forces of law. You gain a +2 morale bonus
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on Will saves made to resist enchantment effects.
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Your natural weapons are treated as lawful-aligned for
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the purpose of overcoming damage reduction.
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Regardless of your normal alignment, you are considered
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lawful-aligned for the purpose of effects that rely on
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alignment (such as protection from law or order's wrath).
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If soul of order and soul of light are active on you at
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the same time, you gain damage reduction 3/+3.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Tenjac
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//:: Created On: 8/8/22
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//:://////////////////////////////////////////////
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#include "prc_sp_func"
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#include "prc_add_spell_dc"
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#include " x2_inc_itemprop"
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_TRANSMUTATION);
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object oPC = OBJECT_SELF;
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int nCasterLvl = PRCGetCasterLevel(oPC);
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float fDur = HoursToSeconds(1);
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int nMetaMagic = PRCGetMetaMagicFeat();
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if(nMetaMagic & METAMAGIC_EXTEND) fDur += fDur;
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectSavingThrowIncrease(SAVING_THROW_WILL, 2, SAVING_THROW_TYPE_MIND_SPELLS));
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object oNatural = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oPC);
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IPSafeAddItemProperty(oNatural, ItemPropertyEnhancementBonus(3), fDur);
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IPSafeAddItemProperty(oNAtural, ItemPropertyDamagePenalty(3), fDur);
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IPSafeAddItemProperty(oNAtural, ItemPropertyAttackPenalty(3), fDur);
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if(GetHasSpellEffect(SPELL_SOUL_OF_LIGHT, oPC))
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{
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectDamageReduction(3, DAMAGE_POWER_PLUS_THREE, 0), oPC, fDur);
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}
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PRCSetSchool();
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}
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