Initial upload.
Adding base PRC 4.19a files to repository.
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139
trunk/spells/nw_s0_searlght.nss
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139
trunk/spells/nw_s0_searlght.nss
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//::///////////////////////////////////////////////
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//:: Searing Light
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//:: s_SearLght.nss
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//:: Copyright (c) 2000 Bioware Corp.
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//:://////////////////////////////////////////////
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//:: Focusing holy power like a ray of the sun, you project
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//:: a blast of light from your open palm. You must succeed
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//:: at a ranged touch attack to strike your target. A creature
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//:: struck by this ray of light suffers 1d8 points of damage
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//:: per two caster levels (maximum 5d8). Undead creatures suffer
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//:: 1d6 points of damage per caster level (maximum 10d6), and
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//:: undead creatures particularly vulnerable to sunlight, such
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//:: as vampires, suffer 1d8 points of damage per caster level
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//:: (maximum 10d8). Constructs and inanimate objects suffer only
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//:: 1d6 points of damage per two caster levels (maximum 5d6).
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//:://////////////////////////////////////////////
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//:: Created By: Keith Soleski
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//:: Created On: 02/05/2001
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//:://////////////////////////////////////////////
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//:: VFX Pass By: Preston W, On: June 25, 2001
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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//:: Added hold ray functionality - HackyKid
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#include "prc_sp_func"
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#include "prc_add_spell_dc"
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//Implements the spell impact, put code here
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// if called in many places, return TRUE if
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// stored charges should be decreased
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// eg. touch attack hits
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//
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// Variables passed may be changed if necessary
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int DoSpell(object oCaster, object oTarget, int nCasterLevel, int nEvent)
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{
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nSaveDC = PRCGetSaveDC(oTarget, oCaster);
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int nPenetr = nCasterLevel + SPGetPenetr();
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int nDamage;
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int nMax;
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effect eDam;
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effect eVis = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
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effect eRay = EffectBeam(VFX_BEAM_HOLY, OBJECT_SELF, BODY_NODE_HAND);
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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, SPELL_SEARING_LIGHT));
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eRay = EffectBeam(VFX_BEAM_HOLY, OBJECT_SELF, BODY_NODE_HAND);
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//Make an SR Check
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if (!PRCDoResistSpell(oCaster, oTarget, nPenetr))
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{
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//Limit caster level
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if (nCasterLevel > 10)
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{
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nCasterLevel = 10;
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}
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//Check for racial type undead
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if (MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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{
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nDamage = d8(nCasterLevel);
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nMax = 8;
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}
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//Check for racial type construct
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else if (MyPRCGetRacialType(oTarget) == RACIAL_TYPE_CONSTRUCT)
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{
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nCasterLevel /= 2;
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if(nCasterLevel == 0)
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{
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nCasterLevel = 1;
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}
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nDamage = d6(nCasterLevel);
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nMax = 6;
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}
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else
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{
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nCasterLevel = nCasterLevel/2;
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if(nCasterLevel == 0)
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{
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nCasterLevel = 1;
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}
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nDamage = d8(nCasterLevel);
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nMax = 8;
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}
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//Make metamagic checks
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if ((nMetaMagic & METAMAGIC_MAXIMIZE))
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{
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nDamage = nMax * nCasterLevel;
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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(oCaster, nCasterLevel);
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//Set the damage effect
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eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_DIVINE);
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//Apply the damage effect and VFX impact
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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DelayCommand(0.5, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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//SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.0);
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}
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}
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7,FALSE);
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return !GetIsReactionTypeFriendly(oTarget); //return TRUE if spell charges should be decremented
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}
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void main()
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{
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object oCaster = OBJECT_SELF;
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int nCasterLevel = PRCGetCasterLevel(oCaster);
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PRCSetSchool(GetSpellSchool(PRCGetSpellId()));
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if (!X2PreSpellCastCode()) return;
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object oTarget = PRCGetSpellTargetObject();
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int nEvent = GetLocalInt(oCaster, PRC_SPELL_EVENT); //use bitwise & to extract flags
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if(!nEvent) //normal cast
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{
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if (GetLocalInt(oCaster, PRC_SPELL_HOLD) && GetHasFeat(FEAT_EF_HOLD_RAY, oCaster) && oCaster == oTarget)
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{ //holding the charge, casting spell on self
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SetLocalSpellVariables(oCaster, 1); //change 1 to number of charges
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return;
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}
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if (oCaster != oTarget) //cant target self with this spell, only when holding charge
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DoSpell(oCaster, oTarget, nCasterLevel, nEvent);
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}
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else
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{
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if(nEvent & PRC_SPELL_EVENT_ATTACK)
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{
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if(DoSpell(oCaster, oTarget, nCasterLevel, nEvent))
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DecrementSpellCharges(oCaster);
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}
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}
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PRCSetSchool();
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}
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