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_bane.nss
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100
_removed/x0_s0_bane.nss
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///::///////////////////////////////////////////////
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//:: Bane
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//:: X0_S0_Bane.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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All enemies within 30ft of the caster gain a
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-1 attack penalty and a -1 save penalty vs fear
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effects
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: July 24, 2001
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//:://////////////////////////////////////////////
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//:: VFX Pass By: Preston W, On: June 20, 2001
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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;
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_EVIL);
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_EVIL_30);
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effect eAttack = EffectAttackDecrease(1);
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effect eSave = EffectSavingThrowDecrease(SAVING_THROW_ALL, 1, SAVING_THROW_TYPE_FEAR);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eAttack, eSave);
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eLink = EffectLinkEffects(eLink, eDur);
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int nDuration = GetCasterLevel(OBJECT_SELF);
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int nMetaMagic = GetMetaMagicFeat();
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float fDelay;
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//Metamagic duration check
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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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location lLoc = GetSpellTargetLocation();
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//Apply Impact
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, lLoc);
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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, lLoc);
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while(GetIsObjectValid(oTarget))
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{
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if (spellsIsTarget(oTarget,SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF))
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{
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//Fire spell cast at event for target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, 449, FALSE));
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if (!MyResistSpell(OBJECT_SELF, oTarget) )
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{
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/*Will Save*/
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int nWillResult = WillSave(oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_MIND_SPELLS);
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// * Bane is a mind affecting spell BUT its affects are not classified
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// * as mind affecting. To make this work I have to only apply
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// * the effects on the case of a failure, unlike most other spells.
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if (nWillResult == 0)
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{
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fDelay = GetRandomDelay(0.4, 1.1);
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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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else
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// * target will immune
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if (nWillResult == 2)
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{
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SpeakStringByStrRef(40105, TALKVOLUME_WHISPER);
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}
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}
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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, lLoc);
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}
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}
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