Piercing Cold now inflicts untyped damage
Piercing Cold now inflicts untyped damage. Cleaned up Midnight Augmentation. Dread Necromancer is an Arcane class. Expanded Iron Mind for epic progression. Expanded War Mind for epic progression. Fixed Gloura / Bard / Sublime Chord issues. Restored Nezumi race. Reverted Bard Armored spellcasting (change originally made due to incorrect SRD). Fixed Aura of Despair to only affect hostiles. Fixed damage cap on Disintegrate. Fixed bug where you could still wear armor under the effects of Luminous Armor. Fixed PsyWar bug with NUI Spellcast menu (@rakiov).
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@@ -101,7 +101,7 @@ int DoSpell(object oCaster, object oTarget, int nCasterLevel, int nEvent)
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if (GetHasMettle(oTarget, SAVING_THROW_FORT))
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// This script does nothing if it has Mettle, bail
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return 0;
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int nDamage = PRCGetMetaMagicDamage(DAMAGE_TYPE_MAGICAL, 1 == iAttackRoll ? 5 : 10, 6);
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int nDamage = PRCGetMetaMagicDamage(DAMAGE_TYPE_MAGICAL, 1 == iAttackRoll ? 5 : 20, 6);
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nDamage += SpellDamagePerDice(oCaster, 5);
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// Determine if we should show the special kill VFX
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@@ -60,66 +60,92 @@ Created: 6/20/06
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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//Declare main variables.
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int nEvent = GetRunningEvent();
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object oPC;
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switch(nEvent)
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{
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case EVENT_ONHEARTBEAT: oPC = OBJECT_SELF; break;
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default:
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oPC = OBJECT_SELF;
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}
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PRCSetSchool(SPELL_SCHOOL_ABJURATION);
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object oPC = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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int nSpell = GetSpellId();
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int nCasterLvl = PRCGetCasterLevel(oPC);
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int nAlign = GetAlignmentGoodEvil(oTarget);
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int nMetaMagic = PRCGetMetaMagicFeat();
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float fDur = HoursToSeconds(nCasterLvl);
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if(nAlign == ALIGNMENT_GOOD)
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if(nEvent == FALSE)
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{
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if(nMetaMagic & METAMAGIC_EXTEND)
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fDur += fDur;
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object oTarget = PRCGetSpellTargetObject();
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int nSpell = GetSpellId();
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int nCasterLvl = PRCGetCasterLevel(oPC);
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int nAlign = GetAlignmentGoodEvil(oTarget);
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int nMetaMagic = PRCGetMetaMagicFeat();
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float fDur = HoursToSeconds(nCasterLvl);
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//VFX
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_SUPER_HEROISM), oTarget);
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if(nAlign == ALIGNMENT_GOOD)
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{
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if(nMetaMagic & METAMAGIC_EXTEND)
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fDur += fDur;
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//Light as a daylight spell, AoE for attack penalty
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effect eLight = EffectLinkEffects(EffectVisualEffect(VFX_DUR_LIGHT_WHITE_20), EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE));
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eLight = EffectLinkEffects(eLight, EffectAreaOfEffect(AOE_MOB_LUMINOUS_ARMOR));
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//VFX
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_SUPER_HEROISM), oTarget);
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int nArmor;
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int nLevel = GetLevelByClass(CLASS_TYPE_ABJURANT_CHAMPION);
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//Light as a daylight spell, AoE for attack penalty
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effect eLight = EffectLinkEffects(EffectVisualEffect(VFX_DUR_LIGHT_WHITE_20), EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE));
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eLight = EffectLinkEffects(eLight, EffectAreaOfEffect(AOE_MOB_LUMINOUS_ARMOR));
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int nArmor;
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int nLevel = GetLevelByClass(CLASS_TYPE_ABJURANT_CHAMPION);
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if(nSpell == SPELL_LUMINOUS_ARMOR)
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{
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nArmor = nLevel + 5;
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DoCorruptionCost(oPC, ABILITY_STRENGTH, d2(1), 0);
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}
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if(nSpell == SPELL_LUMINOUS_ARMOR)
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{
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nArmor = nLevel + 5;
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DoCorruptionCost(oPC, ABILITY_STRENGTH, d2(1), 0);
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}
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else if(nSpell == SPELL_GREATER_LUMINOUS_ARMOR)
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{
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nArmor = nLevel + 8;
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DoCorruptionCost(oPC, ABILITY_STRENGTH, d3(), 0);
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}
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else if(nSpell == SPELL_GREATER_LUMINOUS_ARMOR)
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{
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nArmor = nLevel + 8;
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DoCorruptionCost(oPC, ABILITY_STRENGTH, d3(), 0);
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}
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else
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{
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return;
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}
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else
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{
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return;
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}
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PRCRemoveEffectsFromSpell(oTarget, SPELL_LUMINOUS_ARMOR);
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PRCRemoveEffectsFromSpell(oTarget, SPELL_GREATER_LUMINOUS_ARMOR);
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PRCRemoveEffectsFromSpell(oTarget, SPELL_LUMINOUS_ARMOR);
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PRCRemoveEffectsFromSpell(oTarget, SPELL_GREATER_LUMINOUS_ARMOR);
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RemoveEventScript(oPC, EVENT_ONHEARTBEAT, "sp_lumins_armr", TRUE, FALSE);
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effect eArmor = EffectACIncrease(nArmor, AC_ARMOUR_ENCHANTMENT_BONUS, AC_VS_DAMAGE_TYPE_ALL);
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eArmor = EffectLinkEffects(eArmor, eLight);
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effect eArmor = EffectACIncrease(nArmor, AC_ARMOUR_ENCHANTMENT_BONUS, AC_VS_DAMAGE_TYPE_ALL);
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eArmor = EffectLinkEffects(eArmor, eLight);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eArmor, oTarget, fDur);
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object oArmour = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC);
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if (GetBaseAC(oArmour) > 0)
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{
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ForceUnequip(oPC, oArmour, INVENTORY_SLOT_CHEST);
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SendMessageToPC(oPC, "You cannot wear armor while under the effects of Luminous Armour");
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}
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}
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PRCSetSchool();
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//Sanctified spells get mandatory 10 pt good adjustment, regardless of switch
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AdjustAlignment(oPC, ALIGNMENT_GOOD, 10, FALSE);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eArmor, oTarget, fDur);
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object oArmour = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC);
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if (GetBaseAC(oArmour) > 0)
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{
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ForceUnequip(oPC, oArmour, INVENTORY_SLOT_CHEST);
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SendMessageToPC(oPC, "You cannot wear armor while under the effects of Luminous Armour");
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}
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}
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PRCSetSchool();
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AddEventScript(oPC, EVENT_ONHEARTBEAT, "sp_lumins_armr", TRUE, FALSE);
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DelayCommand(fDur, RemoveEventScript(oPC, EVENT_ONHEARTBEAT, "sp_lumins_armr", TRUE, FALSE));
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//Sanctified spells get mandatory 10 pt good adjustment, regardless of switch
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AdjustAlignment(oPC, ALIGNMENT_GOOD, 10, FALSE);
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}
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else if(nEvent == EVENT_ONHEARTBEAT)
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{
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object oArmour = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC);
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if (GetBaseAC(oArmour) > 0)
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{
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ForceUnequip(oPC, oArmour, INVENTORY_SLOT_CHEST);
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SendMessageToPC(oPC, "You cannot wear armor while under the effects of Luminous Armour");
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}
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}
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}
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