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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76
_removed/nw_s0_magearm.nss
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76
_removed/nw_s0_magearm.nss
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///::///////////////////////////////////////////////
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//:: Mage Armor
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//:: [NW_S0_MageArm.nss]
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Gives the target +1 AC Bonus to Deflection,
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Armor Enchantment, Natural Armor and Dodge.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Jan 12, 2001
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//:://////////////////////////////////////////////
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//:: Last Updated By: Preston Watamaniuk, On: April 10, 2001
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//:: VFX Pass By: Preston W, On: June 22, 2001
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/*
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bugfix by Kovi 2002.07.23
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- dodge bonus was stacking
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*/
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#include "nw_i0_spells"
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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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int nDuration = GetCasterLevel(OBJECT_SELF);
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int nMetaMagic = GetMetaMagicFeat();
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effect eVis = EffectVisualEffect(VFX_IMP_AC_BONUS);
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effect eAC1, eAC2, eAC3, eAC4;
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_MAGE_ARMOR, FALSE));
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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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//Set the four unique armor bonuses
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eAC1 = EffectACIncrease(1, AC_ARMOUR_ENCHANTMENT_BONUS);
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eAC2 = EffectACIncrease(1, AC_DEFLECTION_BONUS);
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eAC3 = EffectACIncrease(1, AC_DODGE_BONUS);
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eAC4 = EffectACIncrease(1, AC_NATURAL_BONUS);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eAC1, eAC2);
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eLink = EffectLinkEffects(eLink, eAC3);
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eLink = EffectLinkEffects(eLink, eAC4);
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eLink = EffectLinkEffects(eLink, eDur);
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RemoveEffectsFromSpell(oTarget, SPELL_MAGE_ARMOR);
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//Apply the armor bonuses and the VFX impact
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, HoursToSeconds(nDuration));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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