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_vinement.nss
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55
_removed/x2_s0_vinement.nss
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///::///////////////////////////////////////////////
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//:: Vine Mine, Entangle
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//:: X2_S0_VineMEnt
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Area of effect spell that places the entangled
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effect on enemies if they fail a saving throw
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each round.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Andrew Nobbs
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//:: Created On: Nov 25, 2002
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//:://////////////////////////////////////////////
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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 including Area of Effect Object
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effect eAOE = EffectAreaOfEffect(AOE_PER_ENTANGLE, "", "X2_S0_VineMEntC", "X2_S0_VineMEntB");
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location lTarget = GetSpellTargetLocation();
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//--------------------------------------------------------------------------
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// 1 turn per caster is not fun, so we do 1 round per casterlevel
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//--------------------------------------------------------------------------
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int nDuration = (GetCasterLevel(OBJECT_SELF));
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//Make sure duration does no equal 0
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if (nDuration < 1)
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{
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nDuration = 1;
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}
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//Create an instance of the AOE Object using the Apply Effect function
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAOE, lTarget, RoundsToSeconds(nDuration));
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}
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