Initial upload.
Adding base PRC 4.19a files to repository.
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111
trunk/spells/nw_s0_wailbansh.nss
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trunk/spells/nw_s0_wailbansh.nss
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//::///////////////////////////////////////////////
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//:: Wail of the Banshee
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//:: NW_S0_WailBansh
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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You emit a terrible scream that kills enemy creatures who hear it
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The spell affects up to one creature per caster level. Creatures
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closest to the point of origin are affected first.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Dec 12, 2000
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//:://////////////////////////////////////////////
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//:: Last Updated By: Preston Watamaniuk, On: April 11, 2001
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//:: VFX Pass By: Preston W, On: June 25, 2001
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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_NECROMANCY);
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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//Declare major variables
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int nCasterLevel = PRCGetCasterLevel(OBJECT_SELF);
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int nToAffect = nCasterLevel;
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object oTarget;
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float fTargetDistance;
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float fDelay;
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location lTarget;
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effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
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effect eWail = EffectVisualEffect(VFX_FNF_WAIL_O_BANSHEES);
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int nCnt = 1;
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nCasterLevel +=SPGetPenetr();
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//Apply the FNF VFX impact
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eWail, PRCGetSpellTargetLocation());
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//Get the closet target from the spell target location
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oTarget = PRCGetSpellTargetObject(); // direct target
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if (!GetIsObjectValid(oTarget) || GetObjectType(oTarget) != OBJECT_TYPE_CREATURE)
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oTarget = GetNearestObjectToLocation(OBJECT_TYPE_CREATURE, PRCGetSpellTargetLocation(), nCnt);
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while (nCnt < nToAffect)
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{
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lTarget = GetLocation(oTarget);
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//Get the distance of the target from the center of the effect
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fDelay = PRCGetRandomDelay(3.0, 4.0);//
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fTargetDistance = GetDistanceBetweenLocations(PRCGetSpellTargetLocation(), lTarget);
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//Check that the current target is valid and closer than 10.0m
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if(GetIsObjectValid(oTarget) && fTargetDistance <= 10.0)
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF))
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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_WAIL_OF_THE_BANSHEE));
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//Make SR check
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if(!PRCDoResistSpell(OBJECT_SELF, oTarget,nCasterLevel)) //, 0.1))
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{
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int nDC = PRCGetSaveDC(oTarget,OBJECT_SELF);
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//Make a fortitude save to avoid death
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (nDC), SAVING_THROW_TYPE_DEATH)) //, OBJECT_SELF, 3.0))
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{
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DeathlessFrenzyCheck(oTarget);
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//Apply the delay VFX impact and death effect
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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effect eDeath = EffectDeath();
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget)); // no delay
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}
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}
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}
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}
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else
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{
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//Kick out of the loop
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nCnt = nToAffect;
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}
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//Increment the count of creatures targeted
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nCnt++;
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//Get the next closest target in the spell target location.
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oTarget = GetNearestObjectToLocation(OBJECT_TYPE_CREATURE, PRCGetSpellTargetLocation(), nCnt);
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the integer used to hold the spells spell school
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}
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