Clear out experimental .35 files
Clear out experimental .35 files
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//::///////////////////////////////////////////////
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//:: Name Luminous Armor
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//:: FileName sp_lumins_armr.nss
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//:://////////////////////////////////////////////
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/**@file Luminous Armor
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Abjuration
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Level: Sactified 2
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Components: Sacrifice
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Casting Time: 1 standard action
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Range: Touch
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Target: 1 good creature touched
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Duration: 1 hour/level
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Saving Throw: None
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Spell Resistance: Yes (harmless)
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This spell, favored among eldarins visiting the
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Material Plane, envelops the target in a protective,
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shimmering aura of light. The luminous armor
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resembles a suit of dazzling full plate, but it is
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weightless and does not restrict the target's
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movement or mobility in any way. In addition to
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imparting the benefits of a breatplate (+5 armor
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bonus to AC), the luminous armor has no maximum
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Dexterity restriction, no armor check penalty, and
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no chance for aracane spell failure.
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Luminous armor sheds light equivalent to a daylight
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spell and dispells darkness spells of 2nd level or
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lower with which it comes into contact. In addition,
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the armor causes opponents to take a -4 penalty on
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melee attacks made against the target. This penalty
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stacks with the penalty suffered by creatures
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sensitive to bright light (such as dark elves).
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Sacrifice: 1d2 points of Strength damage.
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//::///////////////////////////////////////////////
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//:: Name Greater Luminous Armor
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//:: FileName sp_lumins_armr.nss
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//:://////////////////////////////////////////////
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Luminous Armor, Greater
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Abjuration
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Level: Sanctified 4
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This spell functions like luminous armor, except
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that it imparts the benefits of full plate (+8
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armor bonus to AC).
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Sacrifice: 1d3 points of Strength damage.
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Author: Tenjac
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Created: 6/20/06
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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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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{
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if(nMetaMagic & METAMAGIC_EXTEND)
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fDur += fDur;
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//VFX
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_SUPER_HEROISM), oTarget);
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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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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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PRCRemoveEffectsFromSpell(oTarget, SPELL_LUMINOUS_ARMOR);
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PRCRemoveEffectsFromSpell(oTarget, SPELL_GREATER_LUMINOUS_ARMOR);
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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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}
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