Finished PRC8 integration
Finished PRC8 integration. Moved creature abilities to top hak. Setup tooling. Created release archive
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@@ -13,6 +13,7 @@
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#include "jw_custom_spells"
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#include "NW_I0_GENERIC"
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#include "jw_privates_inc"
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#include "prc_inc_spells"
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// do the custom firesstorm effect
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void firestorm();
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@@ -147,7 +148,7 @@ void firestorm()
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FIRE_STORM));
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//Make SR check, and appropriate saving throw(s).
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if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
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if (!PRCDoResistSpell(OBJECT_SELF, oTarget, FloatToInt(fDelay)))
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{
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//Roll Damage
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nDamage = d6(nCasterLevel);
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@@ -161,8 +162,8 @@ void firestorm()
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nDamage = nDamage + (nDamage/2);//Damage/Healing is +50%
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}
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//Save versus both holy and fire damage
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nDamage = GetReflexAdjustedDamage(nDamage/2, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
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nDamage2 = GetReflexAdjustedDamage(nDamage/2, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_DIVINE);
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nDamage = PRCGetReflexAdjustedDamage(nDamage/2, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
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nDamage2 = PRCGetReflexAdjustedDamage(nDamage/2, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_DIVINE);
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if(nDamage > 0)
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{
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// Apply effects to the currently selected target. For this spell we have used
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@@ -192,7 +193,7 @@ void wallfire()
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{
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nDuration = 1;
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}
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int nMetaMagic = GetMetaMagicFeat();
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int nMetaMagic = PRCGetMetaMagicFeat();
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//Check fort metamagic
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if (nMetaMagic == METAMAGIC_EXTEND)
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@@ -228,7 +229,7 @@ void lessercascade()
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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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@@ -264,7 +265,7 @@ void lessercascade()
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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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@@ -301,7 +302,7 @@ void lesserfireball()
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//Declare major variables
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int nCasterLvl = 2;
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int nMetaMagic = GetMetaMagicFeat();
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nDamage;
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float fDelay;
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effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
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@@ -322,13 +323,13 @@ void lesserfireball()
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{
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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if((GetSpellId() == 341 && !GetIsFriend(oTarget)) || GetSpellId() == 58)
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if((PRCGetSpellId() == 341 && !GetIsFriend(oTarget)) || PRCGetSpellId() == 58)
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FIREBALL));
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//Get the distance between the explosion and the target to calculate delay
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fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
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if (!PRCDoResistSpell(OBJECT_SELF, oTarget, FloatToInt(fDelay)))
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{
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//Roll damage for each target
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nDamage = d6(nCasterLvl);
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@@ -342,7 +343,7 @@ void lesserfireball()
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nDamage = nDamage + nDamage / 2;
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}
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = GetReflexAdjustedDamage(nDamage, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
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//Set the damage effect
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
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if(nDamage > 0)
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