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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51
_module/nss/jw_nun_wild.nss
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51
_module/nss/jw_nun_wild.nss
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// Wild magic spell-script:
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// all spells are
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// jw_nun_wild
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#include "x2_inc_switches"
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// Checks whether to run wild magic or not. Returns TRUE if wildmagic does fire
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// Else returns FALSE
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int jw_check_wildmagic();
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int jw_check_wildmagic()
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{
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/// Sanity check - The caster must have the local int jw_nun_wildm set to TRUE for this
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// script to complete. DEBUG - must make sure it is the caster and not casting item
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// that is checked
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if(GetStringLeft(GetTag(GetArea(OBJECT_SELF)),9)!= "jw_nun_wm")
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{
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//SpeakString("You are not in a wild magic area");
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return FALSE;
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}
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int nSpell = GetSpellId();
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object oItem = GetSpellCastItem();
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if(GetBaseItemType(oItem) == BASE_ITEM_POTIONS)
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return FALSE;
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if(nSpell == SPELL_RESURRECTION || nSpell == SPELL_RAISE_DEAD)
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return FALSE;
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int nRand = Random(100);
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if(nRand <= 80)
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{
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// Wild magic affects us. No to check if we beat it
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// DC is 22. Can only even be tried if the skill is trained
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if (GetSkillRank(SKILL_SPELLCRAFT,OBJECT_SELF)>0)
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{
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int nSkill=GetIsSkillSuccessful(OBJECT_SELF,SKILL_SPELLCRAFT,30);
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if (nSkill==TRUE)
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{
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//FloatingTextStringOnCreature("Spellcraft success", OBJECT_SELF);
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return FALSE;
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}
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}
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FloatingTextStrRefOnCreature(84829, OBJECT_SELF);
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ExecuteScript("jw_nun_wild_eff", OBJECT_SELF);
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return TRUE;
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}
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return FALSE;
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}
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