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/x2_s0_tidebattle.nss
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78
_removed/x2_s0_tidebattle.nss
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///::///////////////////////////////////////////////
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//:: Tide of Battle
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//:: x2_s0_TideBattle
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Uses spell effect to cause d100 damage to
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all enemies and friends around pc, including pc.
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(Area effect always centered on PC)
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Minimum 30 points of damage will be done to each target
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Keith Warner
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//:: Created On: Jan 2/03
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//:://////////////////////////////////////////////
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//:: Updated by: Andrew Nobbs
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//:: Updated on: March 28, 2003
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#include "nw_i0_spells"
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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 2003-07-07 by Georg Zoeller
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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_DEATH_WARD);
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effect eVis2 = EffectVisualEffect(VFX_FNF_METEOR_SWARM);
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effect eDamage;
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effect eLink;
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int nDamage;
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//Apply Spell Effects
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis2, GetLocation(OBJECT_SELF));
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//ApplyDamage and Effects to all targets in area
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF), FALSE, OBJECT_TYPE_CREATURE);
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float fDelay;
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while(GetIsObjectValid(oTarget))
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{
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fDelay = GetRandomDelay();
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId()));
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nDamage = d100();
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if (nDamage < 30)
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{
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nDamage = 30;
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}
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//Set damage type and amount
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eDamage = EffectDamage(nDamage, DAMAGE_TYPE_DIVINE);
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//Link visual and damage effects
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eLink = EffectLinkEffects(eVis, eDamage);
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//Apply effects to oTarget
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eLink, oTarget));
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//Get next target in shape
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF), FALSE, OBJECT_TYPE_CREATURE);
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}
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}
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