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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_removed/x0_s0_auraglory.nss
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_removed/x0_s0_auraglory.nss
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///::///////////////////////////////////////////////
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//:: Aura of Glory
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//:: x0_s0_auraglory.nss
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//:: Copyright (c) 2002 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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+2 Charisma Bonus
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All allies in medium area of effect: +5 Saves against Fear
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All allies in medium area of effect: 1d4 hitpoints healing
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent Knowles
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//:: Created On: July 24, 2002
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//:://////////////////////////////////////////////
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//:: Last Update By: Andrew Nobbs May 07, 2003
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#include "X0_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 2003-06-20 by Georg
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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 = OBJECT_SELF;
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effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE);
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int nMetaMagic = GetMetaMagicFeat();
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effect eChar = EffectAbilityIncrease(ABILITY_CHARISMA, 4);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eChar, eDur);
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int nDuration = GetCasterLevel(OBJECT_SELF); // * Duration 1 turn/level
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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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//Apply VFX impact and bonus effects
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration));
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// * now setup benefits for allies
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//Apply Impact
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_HOLY_30);
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float fDelay = 0.0;
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eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY);
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effect eFear = EffectSavingThrowIncrease(SAVING_THROW_ALL, 5, SAVING_THROW_TYPE_FEAR);
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effect eHeal = EffectHeal(MaximizeOrEmpower(4,1, nMetaMagic));
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eLink = EffectLinkEffects(eFear, eHeal);
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eLink = EffectLinkEffects(eLink, eDur);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, GetSpellTargetLocation());
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//Get the first target in the radius around the caster
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
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while(GetIsObjectValid(oTarget))
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{
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if(GetIsReactionTypeFriendly(oTarget) || GetFactionEqual(oTarget))
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{
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fDelay = GetRandomDelay(0.4, 1.1);
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//Fire spell cast at event for target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), FALSE));
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//Apply VFX impact and bonus effects
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration)));
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}
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//Get the next target in the specified area around the caster
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
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}
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}
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