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.
133 lines
5.2 KiB
Plaintext
133 lines
5.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Lightning Bolt
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//:: NW_S0_LightnBolt
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Does 1d6 per level in a 5ft tube for 30m
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Noel Borstad
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//:: Created On: March 8, 2001
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//:://////////////////////////////////////////////
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//:: Last Updated By: Preston Watamaniuk, On: May 2, 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_EVOCATION);
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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 CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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int EleDmg = ChangedElementalDamage(OBJECT_SELF, DAMAGE_TYPE_ELECTRICAL);
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int nCasterLevel = CasterLvl;
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//Limit caster level
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if (nCasterLevel > 10)
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{
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nCasterLevel = 10;
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}
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int nDamage;
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int nMetaMagic = PRCGetMetaMagicFeat();
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//Set the lightning stream to start at the caster's hands
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effect eLightning = EffectBeam(VFX_BEAM_LIGHTNING, OBJECT_SELF, BODY_NODE_HAND);
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effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
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effect eDamage;
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object oTarget = PRCGetSpellTargetObject();
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location lTarget = GetLocation(oTarget);
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object oNextTarget, oTarget2;
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float fDelay;
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int nCnt = 1;
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CasterLvl +=SPGetPenetr();
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oTarget2 = GetNearestObject(OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, OBJECT_SELF, nCnt);
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while(GetIsObjectValid(oTarget2) && GetDistanceToObject(oTarget2) <= 30.0)
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{
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//Get first target in the lightning area by passing in the location of first target and the casters vector (position)
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oTarget = MyFirstObjectInShape(SHAPE_SPELLCYLINDER, 30.0, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, GetPosition(OBJECT_SELF));
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while (GetIsObjectValid(oTarget))
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{
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//Exclude the caster from the damage effects
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if (oTarget != OBJECT_SELF && oTarget2 == oTarget)
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{
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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_LIGHTNING_BOLT));
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//Make an SR check
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if (!PRCDoResistSpell(OBJECT_SELF, oTarget,CasterLvl))
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{
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int nDC = PRCGetSaveDC(oTarget,OBJECT_SELF);
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//Roll damage
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nDamage = d6(nCasterLevel);
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//Enter Metamagic conditions
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if ((nMetaMagic & METAMAGIC_MAXIMIZE))
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{
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nDamage = 6 * 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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nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
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}
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nDamage += SpellDamagePerDice(OBJECT_SELF, nCasterLevel);
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//Adjust damage based on Reflex Save, Evasion and Improved Evasion
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_ELECTRICITY);
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//Set damage effect
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eDamage = PRCEffectDamage(oTarget, nDamage, EleDmg);
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if(nDamage > 0)
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{
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fDelay = PRCGetSpellEffectDelay(GetLocation(oTarget), oTarget);
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//Apply VFX impcat, damage effect and lightning effect
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT,eDamage,oTarget));
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PRCBonusDamage(oTarget);
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT,eVis,oTarget));
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}
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}
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY,eLightning,oTarget,1.0,FALSE);
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//Set the currect target as the holder of the lightning effect
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oNextTarget = oTarget;
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eLightning = EffectBeam(VFX_BEAM_LIGHTNING, oNextTarget, BODY_NODE_CHEST);
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}
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}
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//Get the next object in the lightning cylinder
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oTarget = MyNextObjectInShape(SHAPE_SPELLCYLINDER, 30.0, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, GetPosition(OBJECT_SELF));
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}
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nCnt++;
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oTarget2 = GetNearestObject(OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, OBJECT_SELF, 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 local integer storing the spellschool name
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}
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