90 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//::///////////////////////////////////////////////
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//:: Pulse: Holy
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//:: NW_S1_PulsHoly
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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    A wave of energy emanates from the creature which affects
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    all within 10ft.  Damage can be reduced by half for all
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    damaging variants.  Undead are damaged, allies are healed.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 14, 2000
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//:://////////////////////////////////////////////
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//#include "wm_include"
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#include "prc_inc_spells"
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void main()
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{
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    //if (WildMagicOverride()) { return; }
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//:: Declare major variables
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	object oNPC		= OBJECT_SELF;
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	object oTarget;
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    int nHD 		= GetHitDice(oNPC);
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	int nCHAMod		= GetAbilityModifier(ABILITY_CHARISMA, oNPC);
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    int nDC			= 10 +nCHAMod+ (nHD/2);	
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    int nDamage;
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    float fDelay;
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    effect eVis = EffectVisualEffect(VFX_IMP_HEALING_M);
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    effect eVis2 = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
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    effect eHowl;
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    effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_HOLY);
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    ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
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	//Get first target in spell area
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    oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
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    while(GetIsObjectValid(oTarget))
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    {
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        //Determine effect delay
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        fDelay = GetDistanceBetween(oNPC, oTarget)/20;
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        //Roll the amount to heal or damage
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        nDamage = d4(nHD);
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        //If the target is not undead
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        if (MyPRCGetRacialType(oTarget) != RACIAL_TYPE_UNDEAD)
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        {
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            //Make a faction check
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            if(oTarget != oNPC)
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            {
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                if(GetIsFriend(oTarget))
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                {
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                    //Fire cast spell at event for the specified target
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                    SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_HOLY, FALSE));
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                    //Set heal effect
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                    eHowl = EffectHeal(nDamage);
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                    //Apply the VFX impact and effects
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                    DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget));
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                    DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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                }
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            }
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        }
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        else
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        {
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            if(!GetIsReactionTypeFriendly(oTarget))
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            {
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                //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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                nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_DIVINE);
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                //Set damage effect
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                eHowl = EffectDamage(nDamage, DAMAGE_TYPE_DIVINE) ;
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                if(nDamage > 0)
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                {
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                    //Fire cast spell at event for the specified target
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                    SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_HOLY));
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                    //Apply the VFX impact and effects
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                    DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget));
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                    DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget));
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                }
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            }
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        }
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        //Get next target in spell area
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        oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
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    }
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}
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