Initial commit. Updated release archive.
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45
_removed/spl_spell_like.nss
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45
_removed/spl_spell_like.nss
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#include "prc_alterations"
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#include "x2_inc_spellhook"
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void main()
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{
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object focus = GetItemPossessedBy(OBJECT_SELF, "ArchmagesFocusofPower");
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/* Setup mode */
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if (!GetIsObjectValid(focus))
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{
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/* No focus yet, make one */
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focus = CreateItemOnObject("archfocusofpower", OBJECT_SELF, 1);
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SetLocalInt(focus, "spell_like_setup", 1);
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/* Save old hook, if any */
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SetLocalString(GetModule(), "spelllike_save_overridespellscript", GetModuleOverrideSpellscript());
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/* Setup the global spellhok so we can intercept the next spell */
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SetModuleOverrideSpellscript("archmage_spelllk");
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FloatingTextStringOnCreature("Spell-Like ability setting up, now cast the spell to store to finish the process.", OBJECT_SELF, FALSE);
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/* And now some nifty spell effects */
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effect eVis = EffectVisualEffect(VFX_FNF_SUNBEAM);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetSpellTargetLocation());
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return;
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}
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/* Still not setup */
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else if (GetLocalInt(focus, "spell_like_setup"))
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{
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FloatingTextStringOnCreature("Spell-Like ability setting up, now cast the spell to store to finish the process.", OBJECT_SELF, FALSE);
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}
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/* Ok */
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else
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{
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int spell_id = GetLocalInt(focus, "spell_like_spell");
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int meta = GetLocalInt(focus, "spell_like_meta");
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/* Cast it */
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ActionCastSpellAtObject(spell_id, GetSpellTargetObject(), meta, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
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}
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}
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