Initial commit
Adding all of the current content for Anphillia Unlimited.
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154
_removed/x0_s0_bigby5.nss
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154
_removed/x0_s0_bigby5.nss
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//::///////////////////////////////////////////////
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//:: Bigby's Crushing Hand
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//:: [x0_s0_bigby5]
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//:: Copyright (c) 2002 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Similar to Bigby's Grasping Hand.
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If Grapple succesful then will hold the opponent and do 2d6 + 12 points
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of damage EACH round for 1 round/level
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// Mark B's famous advice:
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// Note: if the target is dead during one of these second-long heartbeats,
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// the DelayCommand doesn't get run again, and the whole package goes away.
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// Do NOT attempt to put more than two parameters on the delay command. They
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// may all end up on the stack, and that's all bad. 60 x 2 = 120.
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*/
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/*
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Anphillia Changes
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Allows a Reflex Save to dodge the spell.
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Duration is 1 round / 2 caster levels.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent
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//:: Created On: September 7, 2002
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//:://////////////////////////////////////////////
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//:: VFX Pass By:
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#include "x0_i0_spells"
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#include "x2_inc_spellhook"
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#include "x2_i0_spells"
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int nSpellID = 463;
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void RunHandImpact(object oTarget, object oCaster)
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{
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//--------------------------------------------------------------------------
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// Check if the spell has expired (check also removes effects)
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//--------------------------------------------------------------------------
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if (GZGetDelayedSpellEffectsExpired(nSpellID,oTarget,oCaster))
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{
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return;
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}
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int nDam = MaximizeOrEmpower(6,2,GetMetaMagicFeat(), 12);
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effect eDam = EffectDamage(nDam, DAMAGE_TYPE_BLUDGEONING);
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effect eVis = EffectVisualEffect(VFX_IMP_ACID_L);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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DelayCommand(6.0f,RunHandImpact(oTarget,oCaster));
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}
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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 2003-06-20 by Georg
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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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object oTarget = GetSpellTargetObject();
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//--------------------------------------------------------------------------
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// This spell no longer stacks. If there is one hand, that's enough
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//--------------------------------------------------------------------------
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if (GetHasSpellEffect(nSpellID,oTarget) || GetHasSpellEffect(462,oTarget) )
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{
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FloatingTextStrRefOnCreature(100775,OBJECT_SELF,FALSE);
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return;
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}
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int nCasterLevel = GetCasterLevel(OBJECT_SELF);
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int nDuration = nCasterLevel / 2;
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int nMetaMagic = GetMetaMagicFeat();
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//Check for metamagic extend
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if (nMetaMagic == METAMAGIC_EXTEND) //Duration is +100%
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{
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nDuration = nDuration * 2;
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}
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if(!GetIsReactionTypeFriendly(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(OBJECT_SELF, SPELL_BIGBYS_CRUSHING_HAND, TRUE));
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//SR
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if(!MyResistSpell(OBJECT_SELF, oTarget))
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{
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if(!MySavingThrow(SAVING_THROW_REFLEX, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_SPELL, OBJECT_SELF, GetRandomDelay()))
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{
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int nCasterModifier = GetCasterAbilityModifier(OBJECT_SELF);
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int nCasterRoll = d20(1)
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+ nCasterModifier
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+ GetCasterLevel(OBJECT_SELF) + 12 + -1;
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int nTargetRoll = GetAC(oTarget);
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// * grapple HIT succesful,
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if (nCasterRoll >= nTargetRoll)
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{
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// * now must make a GRAPPLE check
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// * hold target for duration of spell
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nCasterRoll = d20(1) + nCasterModifier
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+ GetCasterLevel(OBJECT_SELF) + 12 + 4;
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nTargetRoll = d20(1)
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+ GetBaseAttackBonus(oTarget)
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+ GetSizeModifier(oTarget)
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+ GetAbilityModifier(ABILITY_STRENGTH, oTarget);
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if (nCasterRoll >= nTargetRoll)
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{
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effect eKnockdown = EffectParalyze();
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// creatures immune to paralzation are still prevented from moving
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if (GetIsImmune(oTarget, IMMUNITY_TYPE_PARALYSIS) ||
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GetIsImmune(oTarget, IMMUNITY_TYPE_MIND_SPELLS))
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{
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eKnockdown = EffectCutsceneImmobilize();
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}
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effect eHand = EffectVisualEffect(VFX_DUR_BIGBYS_CRUSHING_HAND);
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effect eLink = EffectLinkEffects(eKnockdown, eHand);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY,
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eLink, oTarget,
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RoundsToSeconds(nDuration));
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object oSelf = OBJECT_SELF;
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RunHandImpact(oTarget, oSelf);
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FloatingTextStrRefOnCreature(2478, OBJECT_SELF);
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}
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else
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{
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FloatingTextStrRefOnCreature(83309, OBJECT_SELF);
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}
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}
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}
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}
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}
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}
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