Added PnP Dire Rat.
Added PnP Dire Rat.
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30
nwn_dark_sun/elementalsymbol.nss
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30
nwn_dark_sun/elementalsymbol.nss
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@@ -0,0 +1,30 @@
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#include "x2_inc_spellhook"
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void main()
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{
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int nEvent =GetUserDefinedItemEventNumber();
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object oPC;
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object oItem;
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if (nEvent == X2_ITEM_EVENT_ACTIVATE)
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{
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oPC = GetItemActivator();
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oItem = GetItemActivated();
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effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_3);
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effect ePoly;
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int nPoly;
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int nDuration = GetLevelByClass(CLASS_TYPE_CLERIC, oPC);
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if(GetHasFeat(FEAT_AIR_DOMAIN_POWER, oPC)) nPoly = POLYMORPH_TYPE_HUGE_AIR_ELEMENTAL;
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if(GetHasFeat(FEAT_EARTH_DOMAIN_POWER, oPC)) nPoly = POLYMORPH_TYPE_HUGE_EARTH_ELEMENTAL;
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if(GetHasFeat(FEAT_FIRE_DOMAIN_POWER, oPC)) nPoly = POLYMORPH_TYPE_HUGE_FIRE_ELEMENTAL;
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if(GetHasFeat(FEAT_WATER_DOMAIN_POWER, oPC)) nPoly = POLYMORPH_TYPE_HUGE_WATER_ELEMENTAL;
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ePoly = EffectPolymorph(nPoly);
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//Apply the VFX impact and effects
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetLocation(oPC));
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DelayCommand(0.4, AssignCommand(oPC, ClearAllActions())); // prevents an exploit
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DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ePoly, oPC, TurnsToSeconds(nDuration)));
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}
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}
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