Added NWN Dark Sun module contents
Added NWN Dark Sun module contents.
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71
nwnds_module/ps_detonate.nss
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71
nwnds_module/ps_detonate.nss
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/************************************
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* Detonate *
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* *
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* Cost: 18 *
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* Power Score: Con -3 *
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* *
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************************************/
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#include "lib_psionic"
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#include "nw_i0_spells"
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void main()
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{
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object oPC=OBJECT_SELF;
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int nCost=18;
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int nPowerScore=GetAbilityScore(oPC, ABILITY_CONSTITUTION)-3;
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effect eVis=EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_1);
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eVis=EffectLinkEffects(eVis, EffectVisualEffect(VFX_IMP_DUST_EXPLOSION));
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effect eLink=EffectDeath(TRUE);
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int nLevel=GetEffectivePsionicLevel(oPC, FEAT_PSIONIC_DETONATE);
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int nDC=12+(nLevel>30?15:nLevel/2)+GetAbilityModifier(ABILITY_CONSTITUTION);
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object oTarget=GetSpellTargetObject();
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location lTargLoc=GetLocation(oTarget);
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int nHP=GetCurrentHitPoints(oTarget);
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eLink=EffectLinkEffects(eLink, EffectDamage(nHP));
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eLink=ExtraordinaryEffect(eLink);
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if ((GetObjectType(oTarget)==OBJECT_TYPE_CREATURE) && !(GetRacialType(oTarget)==RACIAL_TYPE_UNDEAD || GetRacialType(oTarget)==RACIAL_TYPE_CONSTRUCT))
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{
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FloatingTextStringOnCreature("Only inanimate objects and non-living creatures are affected by this ability", oPC, FALSE);
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return;
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}
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if (!PowerCheck(oPC, nCost, nPowerScore, FEAT_PSIONIC_DETONATE)) return;
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SignalEvent(oTarget, EventSpellCastAt(oPC, SPELL_PSIONIC_DETONATE));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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if (!FortitudeSave(oTarget, nDC, SAVING_THROW_TYPE_NONE, oPC) && !GetPlotFlag(oTarget))
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eLink, oTarget);
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oTarget=GetFirstObjectInShape(SHAPE_SPHERE, 3.0, lTargLoc, FALSE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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eVis=EffectVisualEffect(VFX_COM_BLOOD_SPARK_MEDIUM);
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float fDelay;
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while (GetIsObjectValid(oTarget))
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{
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if (!ReflexSave(oTarget, nDC))
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{
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fDelay=GetRandomDelay(0.2, 0.8);
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(d10(), DAMAGE_TYPE_BLUDGEONING), oTarget));
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DelayCommand(fDelay, SignalEvent(oTarget, EventSpellCastAt(oPC, SPELL_PSIONIC_DETONATE)));
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}
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else
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{
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fDelay=GetRandomDelay(0.2, 0.8);
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(d10()/2, DAMAGE_TYPE_BLUDGEONING), oTarget));
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DelayCommand(fDelay, SignalEvent(oTarget, EventSpellCastAt(oPC, SPELL_PSIONIC_DETONATE)));
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}
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oTarget=GetNextObjectInShape(SHAPE_SPHERE, 3.0, lTargLoc, FALSE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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}
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