Initial commit. Updated release archive.
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_removed/hellflare.nss
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_removed/hellflare.nss
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//::///////////////////////////////////////////////
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//:: Flare
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//:: [X0_S0_Flare.nss]
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//:: Copyright (c) 2002 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Creature hit by ray loses 1 to attack rolls.
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DURATION: 10 rounds.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent
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//:: Created On: July 17 2002
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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//:: Modified By: Sir Attilla
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//:: Modified On: January 3 2004
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//:://///////////////////////////////////////////
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#include "NW_I0_SPELLS"
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#include "x2_inc_spellhook"
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void main()
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{
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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//Declare major variables
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object oTarget = GetSpellTargetObject();
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int nCasterLevel = 15;
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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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, 416));
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// * Apply the hit effect so player knows something happened
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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//Make SR Check
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if ((!MyResistSpell(OBJECT_SELF, oTarget)) && (MySavingThrow(SAVING_THROW_FORT, oTarget, GetSpellSaveDC()) == FALSE) )
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{
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//Set damage effect
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effect eBad = EffectAttackDecrease(1);
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//Apply the VFX impact and damage effect
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBad, oTarget, RoundsToSeconds(10));
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}
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}
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}
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