Finished PRC8 integration
Finished PRC8 integration. Moved creature abilities to top hak. Setup tooling. Created release archive
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@@ -1,5 +1,7 @@
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#include "NW_I0_SPELLS"
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#include "prc_inc_spells"
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// The creature running this script tries to use a medicine bag on oTarget
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void medicinebag(object oTarget);
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// Paladin uses holy symbol. nLevel is the paladin level
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@@ -442,7 +444,7 @@ void cascade(object oTarget)
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if (!ScrollResist(OBJECT_SELF, oFirstTarget))
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{
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//Adjust damage via Reflex Save or Evasion or Improved Evasion
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nDamStrike = GetReflexAdjustedDamage(nDamage, oFirstTarget, 24, SAVING_THROW_TYPE_FIRE);
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nDamStrike = PRCGetReflexAdjustedDamage(nDamage, oFirstTarget, 24, SAVING_THROW_TYPE_FIRE);
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//Set the damage effect for the first target
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eDamage = EffectDamage(nDamStrike, DAMAGE_TYPE_FIRE);
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//Apply damage to the first target and the VFX impact.
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@@ -478,7 +480,7 @@ void cascade(object oTarget)
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nDamage = d6(nCasterLevel);
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//Adjust damage via Reflex Save or Evasion or Improved Evasion
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nDamStrike = GetReflexAdjustedDamage(nDamage, oTarget, 24, SAVING_THROW_TYPE_FIRE);
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nDamStrike = PRCGetReflexAdjustedDamage(nDamage, oTarget, 24, SAVING_THROW_TYPE_FIRE);
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//Apply the damage and VFX impact to the current target
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eDamage = EffectDamage(nDamStrike, DAMAGE_TYPE_FIRE);
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if(nDamStrike > 0) //age > 0)
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@@ -578,7 +580,7 @@ void minorcascade(object oTarget)
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if (!ScrollResist(OBJECT_SELF, oFirstTarget))
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{
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//Adjust damage via Reflex Save or Evasion or Improved Evasion
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nDamStrike = GetReflexAdjustedDamage(nDamage, oFirstTarget, 24, SAVING_THROW_TYPE_FIRE);
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nDamStrike = PRCGetReflexAdjustedDamage(nDamage, oFirstTarget, 24, SAVING_THROW_TYPE_FIRE);
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//Set the damage effect for the first target
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eDamage = EffectDamage(nDamStrike, DAMAGE_TYPE_FIRE);
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//Apply damage to the first target and the VFX impact.
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@@ -614,7 +616,7 @@ void minorcascade(object oTarget)
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nDamage = d6(nCasterLevel);
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//Adjust damage via Reflex Save or Evasion or Improved Evasion
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nDamStrike = GetReflexAdjustedDamage(nDamage, oTarget, 24, SAVING_THROW_TYPE_FIRE);
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nDamStrike = PRCGetReflexAdjustedDamage(nDamage, oTarget, 24, SAVING_THROW_TYPE_FIRE);
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//Apply the damage and VFX impact to the current target
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eDamage = EffectDamage(nDamStrike, DAMAGE_TYPE_FIRE);
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if(nDamStrike > 0) //age > 0)
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@@ -704,19 +706,19 @@ void garrote(object oTarget, int nStrength)
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return;
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}
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if (GetRacialType(oTarget)==RACIAL_TYPE_UNDEAD)
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if (MyPRCGetRacialType(oTarget)==RACIAL_TYPE_UNDEAD)
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{
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DelayCommand(fDelay,FloatingTextStringOnCreature("Undead cannot be strangled",OBJECT_SELF));
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return;
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}
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if (GetRacialType(oTarget)==RACIAL_TYPE_ELEMENTAL)
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if (MyPRCGetRacialType(oTarget)==RACIAL_TYPE_ELEMENTAL)
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{
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DelayCommand(fDelay,FloatingTextStringOnCreature("Elementals cannot be strangled",OBJECT_SELF));
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return;
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}
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if (GetRacialType(oTarget)==RACIAL_TYPE_CONSTRUCT)
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if (MyPRCGetRacialType(oTarget)==RACIAL_TYPE_CONSTRUCT)
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{
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DelayCommand(fDelay,FloatingTextStringOnCreature("Constructs cannot be strangled",OBJECT_SELF));
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return;
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@@ -949,26 +951,26 @@ void blindust(object oVictim)
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{
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// Dont have any effect on Undead/Magical Beasts/Elementals and Constructs
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if(GetRacialType(oVictim) == RACIAL_TYPE_UNDEAD)
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if(MyPRCGetRacialType(oVictim) == RACIAL_TYPE_UNDEAD)
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{
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SendMessageToPC(oRogue, "The dust has no effect on this kind of target");
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return;
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}
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if(GetRacialType(oVictim) == RACIAL_TYPE_MAGICAL_BEAST)
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if(MyPRCGetRacialType(oVictim) == RACIAL_TYPE_MAGICAL_BEAST)
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{
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SendMessageToPC(oRogue, "The dust has no effect on this kind of target");
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return;
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}
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if(GetRacialType(oVictim) == RACIAL_TYPE_ELEMENTAL)
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if(MyPRCGetRacialType(oVictim) == RACIAL_TYPE_ELEMENTAL)
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{
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SendMessageToPC(oRogue, "The dust has no effect on this kind of target");
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return;
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}
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if(GetRacialType(oVictim) == RACIAL_TYPE_CONSTRUCT)
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if(MyPRCGetRacialType(oVictim) == RACIAL_TYPE_CONSTRUCT)
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{
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SendMessageToPC(oRogue, "The dust has no effect on this kind of target");
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