Hospitaler had incorrect epic bonus feat progression Hospitaler had incorrect bonus feat list. Hospitaler was missing Ride from its skill list. Runecaster had incorrect epic bonus feat progression Runecaster had incorrect bonus feat list. Warmage Edge should work with magic staves. Added PRC_RETH_DEKALA_AURA_HOSTILE_ONLY switch and modified Vilefire aura to use it. Spells that use DoCone() should now respect Mastery of Shaping. Removed Hospitaler from list of classes that use the Fighter Bonus Feat list. ExtraordinarySpellAim() now handles persistent AoEs Acid Fog, Blade Barrier, Creeping Doom, Grease, Incindiary Cloud, Wall of Fire, Wall of Frost, Prismatic Wall, Prismatic Sphere, Sleet Storm and Spike Growth now respect Extraordinary Spell Aim.
52 lines
1.8 KiB
Plaintext
52 lines
1.8 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Incendiary Cloud
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//:: NW_S0_IncCloud.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Person within the AoE take 4d6 fire damage
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per round.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 17, 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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#include "prc_add_spell_dc"
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_EVOCATION);
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//Declare major variables, including the Area of Effect object.
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effect eAOE = EffectAreaOfEffect(AOE_PER_FOGFIRE);
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//Capture the spell target location so that the AoE object can be created.
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location lTarget = PRCGetSpellTargetLocation();
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int CasterLvl = PRCGetCasterLevel();
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int nDuration = CasterLvl;
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effect eImpact = EffectVisualEffect(260);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, lTarget);
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if(nDuration < 1)
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{
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nDuration = 1;
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}
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int nMetaMagic = PRCGetMetaMagicFeat();
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//Check for metamagic extend
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if (CheckMetaMagic(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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//Create the object at the location so that the objects scripts will start working.
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAOE, lTarget, RoundsToSeconds(nDuration));
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object oAoE = GetAreaOfEffectObject(lTarget, "VFX_PER_FOGFIRE");
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SetAllAoEInts(SPELL_INCENDIARY_CLOUD, oAoE, PRCGetSpellSaveDC(SPELL_INCENDIARY_CLOUD, SPELL_SCHOOL_EVOCATION), 0, CasterLvl);
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SetLocalInt(oAoE, "IC_Damage", ChangedElementalDamage(OBJECT_SELF, DAMAGE_TYPE_FIRE));
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SetLocalObject(oAoE, "ExtraordinarySpellAim_Caster", OBJECT_SELF);
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PRCSetSchool();
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} |