Initial upload
Initial upload. PRC8 has been added. Module compiles, PRC's default AI & treasure scripts have been integrated. Started work on top hak for SLA / Ability / Scripting modifications.
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107
_module/nss/jw_mummy_death.nss
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107
_module/nss/jw_mummy_death.nss
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//::///////////////////////////////////////////////
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//:: Custom User Defined Event
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//:: FileName
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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*/
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//:://////////////////////////////////////////////
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//:: Created By:
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//:: Created On:
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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void main()
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{
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int nUser = GetUserDefinedEventNumber();
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if(nUser == 1001) //HEARTBEAT
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{
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}
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else if(nUser == 1002) // PERCEIVE
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{
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}
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else if(nUser == 1003) // END OF COMBAT
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{
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}
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else if(nUser == 1004) // ON DIALOGUE
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{
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}
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else if(nUser == 1005) // ATTACKED
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{
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}
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else if(nUser == 1006) // DAMAGED
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{
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}
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else if(nUser == 1007) // DEATH
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{
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location llocation = GetLocation(OBJECT_SELF);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_PULSE_NATURE), llocation);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DISEASE_S), llocation);
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object oCaster = OBJECT_SELF;
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int nMetaMagic = GetMetaMagicFeat();
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int nDamage;
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float fDelay;
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effect eCon = EffectDisease(DISEASE_SOLDIER_SHAKES);
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effect eTest;
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eCon = ExtraordinaryEffect(eCon);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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//effect eDis = EffectVisualEffect(VFX_IMP_DISEASE_S);
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effect eLink = EffectLinkEffects(eCon, eDur);
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//eLink = EffectLinkEffects(eDis, eDur);
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//Get the spell target location as opposed to the spell target.
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location lTarget = GetLocation(OBJECT_SELF);
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//Limit Caster level for the purposes of damage
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//Apply the fireball explosion at the location captured above.
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///Declare the spell shape, size and the location. Capture the first target object in the shape.
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR);
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//Cycle through the targets within the spell shape until an invalid object is captured.
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while (GetIsObjectValid(oTarget))
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{
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if(GetIsReactionTypeHostile(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_CONTAGION));
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//Get the distance between the explosion and the target to calculate delay
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fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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//Set the damage effect
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget));
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//This visual effect is applied to the target object not the location as above. This visual effect
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//represents the flame that erupts on the target not on the ground.
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}
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//Select the next target within the spell shape.
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR);
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}
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}
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else if(nUser == 1008) // DISTURBED
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{
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}
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}
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