Further file organization
Further file organization
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142
nwn/nwnprc/trunk/spells/nw_s0_naturebal.nss
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142
nwn/nwnprc/trunk/spells/nw_s0_naturebal.nss
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//::///////////////////////////////////////////////
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//:: Natures Balance
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//:: NW_S0_NatureBal.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Reduces the SR of all enemies by 1d4 per 5 caster
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levels for 1 round per 3 caster levels. Also heals
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all friends for 3d8 + Caster Level
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Radius is 15 feet from the caster.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: June 22, 2001
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//:://////////////////////////////////////////////
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//:: VFX Pass By: Preston W, On: June 22, 2001
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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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_TRANSMUTATION);
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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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effect eHeal;
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effect eVis = EffectVisualEffect(VFX_IMP_HEALING_L);
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effect eSR;
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effect eVis2 = EffectVisualEffect(VFX_IMP_BREACH);
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effect eNature = EffectVisualEffect(VFX_FNF_NATURES_BALANCE);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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int nRand, nNumDice;
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int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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int nCasterLevel = CasterLvl;
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//Determine spell duration as an integer for later conversion to Rounds, Turns or Hours.
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int nDuration = nCasterLevel/3;
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int nMetaMagic = PRCGetMetaMagicFeat();
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float fDelay;
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//Set off fire and forget visual
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eNature, GetLocation(OBJECT_SELF));
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//Declare the spell shape, size and the location. Capture the first target object in the shape.
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if ((nMetaMagic & METAMAGIC_EXTEND))
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{
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nDuration = nDuration *2; //Duration is +100%
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}
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nNumDice = nCasterLevel / 5;
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if(nNumDice == 0)
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{
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nNumDice = 1;
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}
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF), FALSE);
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//Cycle through the targets within the spell shape until an invalid object is captured.
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while(GetIsObjectValid(oTarget))
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{
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fDelay = PRCGetRandomDelay();
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//Check to see how the caster feels about the targeted object
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if(GetIsFriend(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_NATURES_BALANCE, FALSE));
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nRand = d8(3) + nCasterLevel;
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//Enter Metamagic conditions
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if ((nMetaMagic & METAMAGIC_MAXIMIZE))
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{
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nRand = 24 + nCasterLevel;//Damage is at max
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}
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if ((nMetaMagic & METAMAGIC_EMPOWER))
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{
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nRand = nRand + nRand/2; //Damage/Healing is +50%
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}
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eHeal = PRCEffectHeal(nRand, oTarget);
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//Apply heal effects
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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else
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, 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_NATURES_BALANCE));
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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int nDC = PRCGetSaveDC(oTarget,OBJECT_SELF);
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//Check for saving throw
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if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, (nDC)))
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{
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nRand = d4(nNumDice);
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//Enter Metamagic conditions
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if ((nMetaMagic & METAMAGIC_MAXIMIZE))
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{
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nRand = 4 * nNumDice;//Damage is at max
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}
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if ((nMetaMagic & METAMAGIC_EMPOWER))
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{
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nRand = nRand + (nRand/2); //Damage/Healing is +50%
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}
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eSR = EffectSpellResistanceDecrease(nRand);
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effect eLink = EffectLinkEffects(eSR, eDur);
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//Apply reduce SR effects
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration),TRUE,-1,CasterLvl));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget));
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}
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}
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}
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//Select the next target within the spell shape.
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF), FALSE);
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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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