Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
65 lines
2.6 KiB
Plaintext
65 lines
2.6 KiB
Plaintext
#include "inv_inc_invfunc"
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#include "inv_invokehook"
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#include "inv_inc_blast"
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void main()
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{
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object oPC = OBJECT_SELF, oItem;
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int nEvent = GetRunningEvent();
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if(nEvent == FALSE)
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{
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if(DEBUG) DoDebug("inv_hf_shield: Adding eventhooks");
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AddEventScript(oPC, EVENT_ONHIT, "inv_hf_shield", TRUE, FALSE);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_PULSE_FIRE), oPC);
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oItem = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC);
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if(!GetIsObjectValid(oItem))
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oItem = GetItemInSlot(INVENTORY_SLOT_CARMOUR, oPC);
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IPSafeAddItemProperty(oItem, ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1), 9999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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}
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else if(nEvent == EVENT_ONHIT)
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{
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SetLocalInt(oPC, PRC_INVOKING_CLASS, CLASS_TYPE_WARLOCK + 1);
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DelayCommand(0.0f, DeleteLocalInt(oPC, PRC_INVOKING_CLASS));
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if(!PreInvocationCastCode()) return;
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oItem = GetSpellCastItem();
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object oTarget = PRCGetSpellTargetObject();
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if(DEBUG) DoDebug("inv_hf_shield: OnHit:\n"
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+ "oPC = " + DebugObject2Str(oPC) + "\n"
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+ "oItem = " + DebugObject2Str(oItem) + "\n"
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+ "oTarget = " + DebugObject2Str(oTarget) + "\n"
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);
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RemoveEventScript(oPC, EVENT_ONHIT, "inv_hf_shield", TRUE, FALSE);
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RemoveSpecificProperty(oItem, ITEM_PROPERTY_ONHITCASTSPELL, IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 0, 1, "", 1, DURATION_TYPE_TEMPORARY);
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if(HellFireConDamage(oPC))
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{
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int nInvLevel = GetInvokerLevel(oPC, CLASS_TYPE_WARLOCK);
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int nPenetr = nInvLevel + SPGetPenetr();
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//Make SR Check
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if(!PRCDoResistSpell(oPC, oTarget, nPenetr))
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{
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int nDmgDice = GetBlastDamageDices(oPC, nInvLevel)
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+ GetLevelByClass(CLASS_TYPE_HELLFIRE_WARLOCK, oPC) * 2;
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int nDamage = d6(nDmgDice);
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int nDC = 10 + (GetHitDice(oPC) / 2) + GetAbilityModifier(ABILITY_CHARISMA);
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE);
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if(nDamage)
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{
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//Apply the VFX impact
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_FLAME_M), oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamage, DAMAGE_TYPE_DIVINE), oTarget);
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}
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}
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}
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}
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}
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