Initial upload.
Adding base PRC 4.19a files to repository.
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trunk/spells/nw_s0_bladebara.nss
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81
trunk/spells/nw_s0_bladebara.nss
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//::///////////////////////////////////////////////
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//:: Blade Barrier: On Enter
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//:: NW_S0_BladeBarA.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Creates a wall 10m long and 2m thick of whirling
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blades that hack and slice anything moving into
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them. Anything caught in the blades takes
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2d6 per caster level.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: July 20, 2001
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//:://////////////////////////////////////////////
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//:: modified by mr_bumpkin Dec 4, 2003
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION);
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//Declare major variables
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object oTarget = GetEnteringObject();
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effect eDam;
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effect eVis = EffectVisualEffect(VFX_COM_BLOOD_LRG_RED);
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object aoeCreator = GetAreaOfEffectCreator();
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nLevel = GetLocalInt(OBJECT_SELF, "X2_AoE_Caster_Level");
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int CasterLvl = nLevel;
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int nPenetr = SPGetPenetrAOE(aoeCreator,CasterLvl);
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//Make level check
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if (nLevel > 20)
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{
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nLevel = 20;
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}
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, aoeCreator))
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{
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//Fire spell cast at event
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SignalEvent(oTarget, EventSpellCastAt(aoeCreator, SPELL_BLADE_BARRIER));
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//Roll Damage
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int nDamage = d6(nLevel);
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//Enter Metamagic conditions
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if ((nMetaMagic & METAMAGIC_MAXIMIZE))
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{
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nDamage = nLevel * 6;//Damage is at max
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}
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if ((nMetaMagic & METAMAGIC_EMPOWER))
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{
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nDamage = nDamage + (nDamage/2);
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}
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nDamage += SpellDamagePerDice(aoeCreator, nLevel);
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//Make SR Check
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if (!PRCDoResistSpell(aoeCreator, oTarget,nPenetr) )
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{
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// 1.69 change
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//Adjust damage according to Reflex Save, Evasion or Improved Evasion
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, PRCGetSaveDC(oTarget,aoeCreator),SAVING_THROW_TYPE_SPELL);
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//Set damage effect
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eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_SLASHING);
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//Apply damage and VFX
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the local integer storing the spellschool name
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}
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