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101
_removed files/nw_s0_bless.nss
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101
_removed files/nw_s0_bless.nss
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//::///////////////////////////////////////////////
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//:: Bless
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//:: NW_S0_Bless.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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All allies within 30ft of the caster gain a
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+1 attack bonus and a +1 save bonus vs fear
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effects
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also can be cast on crossbow bolts to bless them
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in order to slay rakshasa
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: July 24, 2001
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//:://////////////////////////////////////////////
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//:: VFX Pass By: Preston W, On: June 20, 2001
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//:: Added Bless item ability: Georg Z, On: June 20, 2001
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#include "NW_I0_SPELLS"
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#include "x2_inc_spellhook"
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void main()
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{
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/*
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Spellcast Hook Code
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Added 2003-06-23 by GeorgZ
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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//Declare major variables
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object oTarget = GetSpellTargetObject();
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int nDuration = 1 + GetCasterLevel(OBJECT_SELF);
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// ---------------- TARGETED ON BOLT -------------------
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if(GetIsObjectValid(oTarget) && GetObjectType(oTarget) == OBJECT_TYPE_ITEM)
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{
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// special handling for blessing crossbow bolts that can slay rakshasa's
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if (GetBaseItemType(oTarget) == BASE_ITEM_BOLT)
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{
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SignalEvent(GetItemPossessor(oTarget), EventSpellCastAt(OBJECT_SELF, GetSpellId(), FALSE));
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IPSafeAddItemProperty(oTarget, ItemPropertyOnHitCastSpell(123,1), RoundsToSeconds(nDuration), X2_IP_ADDPROP_POLICY_KEEP_EXISTING );
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, GetItemPossessor(oTarget));
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, GetItemPossessor(oTarget), TurnsToSeconds(nDuration));
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return;
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}
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}
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_HOLY_30);
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effect eAttack = EffectAttackIncrease(1);
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effect eSave = EffectSavingThrowIncrease(SAVING_THROW_ALL, 1, SAVING_THROW_TYPE_FEAR);
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effect eLink = EffectLinkEffects(eAttack, eSave);
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eLink = EffectLinkEffects(eLink, eDur);
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int nMetaMagic = GetMetaMagicFeat();
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float fDelay;
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//Metamagic duration check
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if (nMetaMagic == METAMAGIC_EXTEND)
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{
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nDuration = nDuration *2; //Duration is +100%
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}
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//Apply Impact
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, GetSpellTargetLocation());
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//Get the first target in the radius around the caster
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
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while(GetIsObjectValid(oTarget))
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{
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if(GetIsReactionTypeFriendly(oTarget) || GetFactionEqual(oTarget))
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{
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fDelay = GetRandomDelay(0.4, 1.1);
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//Fire spell cast at event for target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_BLESS, FALSE));
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//Apply VFX impact and bonus effects
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RemoveEffectsFromSpell(oTarget, GetSpellId());
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration)));
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}
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//Get the next target in the specified area around the caster
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
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}
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}
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