Initial commit. Updated release archive.
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52
_module/nss/globedb.nss
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52
_module/nss/globedb.nss
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//::///////////////////////////////////////////////
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//:: Default: On Spell Cast At
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//:: NW_C2_DEFAULTB
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This determines if the spell just cast at the
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target is harmful or not.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Dec 6, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_GENERIC"
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void main()
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{
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object oCaster = GetLastSpellCaster();
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if(GetLastSpellHarmful())
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{
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if(
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!GetIsObjectValid(GetAttackTarget()) &&
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!GetIsObjectValid(GetAttemptedSpellTarget()) &&
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!GetIsObjectValid(GetAttemptedAttackTarget()) &&
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GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))
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)
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{
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if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
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{
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DetermineSpecialBehavior(oCaster);
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}
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else
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{
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DetermineCombatRound(oCaster);
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}
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//Shout Attack my target, only works with the On Spawn In setup
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SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
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//Shout that I was attacked
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SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
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}
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}
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if(GetSpawnInCondition(NW_FLAG_SPELL_CAST_AT_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1011));
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}
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effect vfx = EffectVisualEffect(VFX_DUR_GLOBE_INVULNERABILITY);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, vfx, OBJECT_SELF);
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//after applying the effect, I apply the actual spell just to add some flayvah
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ActionCastSpellAtObject(SPELL_GHOSTLY_VISAGE, OBJECT_SELF, METAMAGIC_EXTEND, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
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// End The relevant stuff
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}
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