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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82
_removed/nw_s0_awaken.nss
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82
_removed/nw_s0_awaken.nss
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///::///////////////////////////////////////////////
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//:: Awaken
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//:: NW_S0_Awaken
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This spell makes an animal ally more
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powerful, intelligent and robust for the
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duration of the spell. Requires the caster to
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make a Will save to succeed.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Aug 10, 2001
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//:://////////////////////////////////////////////
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#include "x2_inc_spellhook"
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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 2003-06-23 by GeorgZ
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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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//Declare major variables
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object oTarget = GetSpellTargetObject();
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effect eStr = EffectAbilityIncrease(ABILITY_STRENGTH, 4);
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effect eCon = EffectAbilityIncrease(ABILITY_CONSTITUTION, 4);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eInt;
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effect eAttack = EffectAttackIncrease(2);
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effect eVis = EffectVisualEffect(VFX_IMP_HOLY_AID);
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int nInt = d10();
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int nDuration = 24;
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int nMetaMagic = GetMetaMagicFeat();
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if(GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION) == oTarget)
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{
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if(!GetHasSpellEffect(SPELL_AWAKEN))
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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_AWAKEN, FALSE));
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//Enter Metamagic conditions
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if (nMetaMagic == METAMAGIC_MAXIMIZE)
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{
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18;//Damage is at max
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}
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else if (nMetaMagic == METAMAGIC_EMPOWER)
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{
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nInt = nInt + (nInt/2); //Damage/Healing is +50%
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}
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else if (nMetaMagic == METAMAGIC_EXTEND)
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{
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nDuration = nDuration *2; //Duration is +100%
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}
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eInt = EffectAbilityIncrease(ABILITY_WISDOM, nInt);
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effect eLink = EffectLinkEffects(eStr, eCon);
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eLink = EffectLinkEffects(eLink, eAttack);
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eLink = EffectLinkEffects(eLink, eInt);
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eLink = EffectLinkEffects(eLink, eDur);
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eLink = SupernaturalEffect(eLink);
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget);
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}
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}
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}
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