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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172
_removed/nw_s0_phankill.nss
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172
_removed/nw_s0_phankill.nss
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//::///////////////////////////////////////////////
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//:: Phantasmal Killer
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//:: NW_S0_PhantKill
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Target of the spell must make 2 saves or die.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Dec 14 , 2001
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//:://////////////////////////////////////////////
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//:: VFX Pass By: Preston W, On: June 22, 2001
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//:: Update Pass By: Preston W, On: Aug 3, 2001
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#include "NW_I0_SPELLS"
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#include "x2_inc_spellhook"
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int MySavingThrow2(int nSavingThrow, object oTarget, int nDC, int nSaveType=SAVING_THROW_TYPE_NONE, object oSaveVersus = OBJECT_SELF, float fDelay = 0.0);
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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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int nDamage = d6(3);
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int nMetaMagic = GetMetaMagicFeat();
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object oTarget = GetSpellTargetObject();
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effect eDam;
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effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
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effect eVis2 = EffectVisualEffect(VFX_IMP_SONIC);
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if(!GetIsReactionTypeFriendly(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_PHANTASMAL_KILLER));
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//Make an SR check
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if(!MyResistSpell(OBJECT_SELF, oTarget))
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{
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//Make a Will save
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// Feb 17, 2004
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// !MySavingThrow does not work here, because it does not take into account whether
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// the creature is immune to the effect. If immune, it still does the fort save, so
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// the target will still take damage or die. To avoid messing with things too much,
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// I've made a copy of the function in this script, with an edit to return the proper
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// value if the spell was resisted.
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if (!MySavingThrow2(SAVING_THROW_WILL, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_MIND_SPELLS))
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{
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//Make a Fort save
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if (MySavingThrow(SAVING_THROW_FORT, oTarget, GetSpellSaveDC(),SAVING_THROW_TYPE_DEATH))
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{
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//Check for metamagic
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if (nMetaMagic == METAMAGIC_MAXIMIZE)
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{
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nDamage = 18;
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}
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if (nMetaMagic == METAMAGIC_EMPOWER)
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{
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nDamage = FloatToInt( IntToFloat(nDamage) * 1.5 );
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}
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//Set the damage property
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_MAGICAL);
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//Apply the damage effect and VFX impact
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget);
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}
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else
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{
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//Apply the death effect and VFX impact
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oTarget);
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//ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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}
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}
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}
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int MySavingThrow2(int nSavingThrow, object oTarget, int nDC, int nSaveType=SAVING_THROW_TYPE_NONE, object oSaveVersus = OBJECT_SELF, float fDelay = 0.0)
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{
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// -------------------------------------------------------------------------
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// GZ: sanity checks to prevent wrapping around
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// -------------------------------------------------------------------------
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if (nDC<1)
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{
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nDC = 1;
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}
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else if (nDC > 255)
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{
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nDC = 255;
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}
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effect eVis;
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int bValid = FALSE;
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int nSpellID;
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if(nSavingThrow == SAVING_THROW_FORT)
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{
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bValid = FortitudeSave(oTarget, nDC, nSaveType, oSaveVersus);
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if(bValid == 1)
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{
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eVis = EffectVisualEffect(VFX_IMP_FORTITUDE_SAVING_THROW_USE);
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}
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}
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else if(nSavingThrow == SAVING_THROW_REFLEX)
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{
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bValid = ReflexSave(oTarget, nDC, nSaveType, oSaveVersus);
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if(bValid == 1)
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{
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eVis = EffectVisualEffect(VFX_IMP_REFLEX_SAVE_THROW_USE);
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}
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}
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else if(nSavingThrow == SAVING_THROW_WILL)
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{
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bValid = WillSave(oTarget, nDC, nSaveType, oSaveVersus);
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if(bValid == 1)
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{
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eVis = EffectVisualEffect(VFX_IMP_WILL_SAVING_THROW_USE);
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}
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}
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nSpellID = GetSpellId();
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/*
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return 0 = FAILED SAVE
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return 1 = SAVE SUCCESSFUL
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return 2 = IMMUNE TO WHAT WAS BEING SAVED AGAINST
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*/
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if(bValid == 0)
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{
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if((nSaveType == SAVING_THROW_TYPE_DEATH
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|| nSpellID == SPELL_WEIRD
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|| nSpellID == SPELL_FINGER_OF_DEATH) &&
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nSpellID != SPELL_HORRID_WILTING)
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{
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eVis = EffectVisualEffect(VFX_IMP_DEATH);
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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}
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if(bValid == 2)
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{
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eVis = EffectVisualEffect(VFX_IMP_MAGIC_RESISTANCE_USE);
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}
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if(bValid == 1 || bValid == 2)
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{
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if(bValid == 2)
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{
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/*
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If the spell is save immune then the link must be applied in order to get the true immunity
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to be resisted. That is the reason for returing false and not true. True blocks the
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application of effects.
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*/
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// This is the edit, so that a positive value can be return when resisted.
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// bValid = FALSE;
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}
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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return bValid;
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}
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