Initial commit. Updated release archive.
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81
_removed/archmage_fire.nss
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81
_removed/archmage_fire.nss
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#include "prc_dg_inc"
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#include "lookup_2da_spell"
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#include "prc_alterations"
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#include "X0_I0_SPELLS"
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#include "x2_inc_spellhook"
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#include "x2_i0_spells"
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/*
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* This is the spellhook code, called when the Arcane Fire feat is activated
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* Turns the spell into an arcane fire
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*/
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void main()
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{
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//Declare major variables ( fDist / (3.0f * log( fDist ) + 2.0f) )
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object oTarget = GetLocalObject(OBJECT_SELF, "arcane_fire_target");
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int nCasterLvl = GetLevelByClass(CLASS_TYPE_ARCHMAGE, OBJECT_SELF);
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int nDamage = 0;
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int nMetaMagic = GetMetaMagicFeat();
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int nCnt;
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effect eMissile = EffectVisualEffect(VFX_IMP_MIRV);
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effect eVis = EffectVisualEffect(VFX_IMP_MAGBLUE);
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float fDist = GetDistanceBetween(OBJECT_SELF, oTarget);
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float fDelay = fDist/(3.0 * log(fDist) + 2.0);
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float fDelay2, fTime;
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string nSpellLevel = lookup_spell_level(GetSpellId());
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/* Whatever happens next we must restore the hook */
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SetModuleOverrideSpellscript(GetLocalString(GetModule(), "archmage_save_overridespellscript"));
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/* Tell to not execute the original spell */
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SetModuleOverrideSpellScriptFinished();
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/* Allow to use it once again */
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SetLocalInt(OBJECT_SELF, "arcane_fire_active", 0);
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/* Paranoia -- should never happen */
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if (!GetHasFeat(FEAT_ARCANE_FIRE, OBJECT_SELF)) return;
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/* Only wizard/sorc spells */
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if (nSpellLevel == "")
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{
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FloatingTextStringOnCreature("Arcane Fire can only consume arcane spells.", OBJECT_SELF, FALSE);
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return;
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}
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/* No item casting */
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if (GetIsObjectValid(GetSpellCastItem()))
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{
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FloatingTextStringOnCreature("Arcane Fire may not be used with scrolls.", OBJECT_SELF, FALSE);
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return;
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}
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if(!GetIsReactionTypeFriendly(oTarget))
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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_MAGIC_MISSILE));
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//Make ranged touch attack check
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if (TouchAttackRanged(oTarget, TRUE))
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{
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//Roll damage
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int nDam = d6(nCasterLvl + StringToInt(nSpellLevel));
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fTime = fDelay;
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fDelay2 += 0.1;
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fTime += fDelay2;
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//Set damage effect
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effect eDam = EffectDamage(nDam, DAMAGE_TYPE_MAGICAL);
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//Apply the MIRV and damage effect
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DelayCommand(fTime, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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DelayCommand(fTime, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget));
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DelayCommand(fDelay2, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget));
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}
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else
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget);
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}
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}
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}
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