Finished PRC8 integration
Finished PRC8 integration. Moved creature abilities to top hak. Setup tooling. Created release archive
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@@ -5,6 +5,7 @@
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#include "jw_custom_spells"
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#include "jw_trap_funct"
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#include "jw_persist_store"
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#include "prc_inc_spells"
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// Returns true if this item is meant to decay, otherwise returns false
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int GetIsDecayable(object oItem);
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@@ -1500,7 +1501,7 @@ void DeathExplode(int nDamage = 8, int nInitialVFX = VFX_FNF_FIREBALL, int nDama
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{
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//Declare major variables
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object oCaster = OBJECT_SELF;
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int nMetaMagic = GetMetaMagicFeat();
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nDamageBase=nDamage;
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float fDelay;
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@@ -1527,7 +1528,7 @@ void DeathExplode(int nDamage = 8, int nInitialVFX = VFX_FNF_FIREBALL, int nDama
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fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = GetReflexAdjustedDamage(nDamageBase, oTarget, nSaveDC, nSaveType);
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nDamage = PRCGetReflexAdjustedDamage(nDamageBase, oTarget, nSaveDC, nSaveType);
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//Set the damage effect
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eDam = EffectDamage(nDamage, nDamageType);
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if(nDamage > 0)
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@@ -1569,7 +1570,7 @@ void deathcascade(object oTarget)
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//Make an SR Check
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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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@@ -1604,7 +1605,7 @@ void deathcascade(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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@@ -1635,7 +1636,7 @@ void DiseaseExplode(int nDisease=DISEASE_SOLDIER_SHAKES)
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DISEASE_S), llocation);
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object oCaster = OBJECT_SELF;
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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 eCon = EffectDisease(nDisease);
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@@ -1674,7 +1675,7 @@ void PoisonExplode(int nPoison=POISON_BLACK_LOTUS_EXTRACT)
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_POISON_S), llocation);
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object oCaster = OBJECT_SELF;
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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 eCon = EffectPoison(nPoison);
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@@ -1718,7 +1719,7 @@ void ZapTargets(int nBeam=VFX_BEAM_EVIL, int nDamage = 12, int nDC = 24, int nDa
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if (!GetPlotFlag(oTarget)&&(!GetIsFriend(oTarget)))
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{
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nDamage = GetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_EVIL);
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_EVIL);
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eDam = EffectDamage(nDamage, nDamageType);
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if(nDamage > 0 )
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{
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