Fixed CCOH, Fixed starting GP, Fixed DMFI languages, Fix cep weapon appearances, Fixed new player start up system. Added PC deleter. Added ACP 4.1. Full compile. Updated release archive.
48 lines
1.7 KiB
Plaintext
48 lines
1.7 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Bolt: Daze
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//:: NW_S1_BltDaze
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Creature must make a ranged touch attack to hit
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the intended target. Reflex or Will save is
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needed to halve damage or avoid effect.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 11 , 2001
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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//#include "wm_include"
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#include "NW_I0_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 = PRCGetSpellTargetObject();
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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 nCount = (nHD + 1) / 2;
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nCount = GetScaledDuration(nCount, oTarget);
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effect eVis = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
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effect eBolt = EffectDazed();
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eBolt = GetScaledEffect(eBolt, oTarget);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = EffectLinkEffects(eBolt, eDur);
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eLink = EffectLinkEffects(eLink, eVis);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_DAZE));
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//Make a saving throw check
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if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget))
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{
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
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}
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}
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