Further file organization
Further file organization
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91
nwn/nwnprc/trunk/spells/nw_s0_prspells.nss
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91
nwn/nwnprc/trunk/spells/nw_s0_prspells.nss
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//::///////////////////////////////////////////////
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//:: Protection from Spells
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//:: NW_S0_PrChaos.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Grants the caster and up to 1 target per 4
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levels a +8 saving throw bonus versus spells
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: June 27, 2001
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//:://////////////////////////////////////////////
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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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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_ENCHANTMENT);
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/*
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Spellcast Hook Code
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Added 2003-06-23 by GeorgZ
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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 nMetaMagic = PRCGetMetaMagicFeat();
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int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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int nDuration = CasterLvl;
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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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int nTargets = nDuration / 4;
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if(nTargets == 0)
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{
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nTargets = 1;
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}
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object oTarget;
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effect eVis = EffectVisualEffect(VFX_IMP_MAGIC_PROTECTION);
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effect eSave = EffectSavingThrowIncrease(SAVING_THROW_ALL, 8, SAVING_THROW_TYPE_SPELL);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eDur2 = EffectVisualEffect(VFX_DUR_MAGIC_RESISTANCE);
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effect eLink = EffectLinkEffects(eSave, eDur);
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eLink = EffectLinkEffects(eLink, eDur2);
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float fDelay;
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//Get first target in spell area
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location lLoc = GetLocation(OBJECT_SELF);
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lLoc, FALSE);
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while(GetIsObjectValid(oTarget) && nTargets != 0)
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{
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if(GetIsFriend(oTarget) && OBJECT_SELF != oTarget)
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{
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fDelay = PRCGetRandomDelay();
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_PROTECTION_FROM_SPELLS, FALSE));
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//Apply the VFX impact and effects
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration),TRUE,-1,CasterLvl));
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nTargets--;
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}
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//Get next target in spell area
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lLoc, FALSE);
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}
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, OBJECT_SELF, TurnsToSeconds(nDuration),TRUE,-1,CasterLvl));
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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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