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.
52 lines
1.9 KiB
Plaintext
52 lines
1.9 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Summon Undead Series
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//:: sp_sum_undead
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Carries out the summoning of the appropriate
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creature for the Summon Undead Series of spells
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1 to 5
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Jan 8, 2002
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_CONJURATION);
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//Declare major variables
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object oCaster = OBJECT_SELF;
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int nSpellID = GetSpellId();
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nFNF_Effect;
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string sSummon;
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float fDuration = HoursToSeconds(24);
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if(GetPRCSwitch(PRC_SUMMON_ROUND_PER_LEVEL))
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fDuration = RoundsToSeconds(PRCGetCasterLevel(oCaster)*GetPRCSwitch(PRC_SUMMON_ROUND_PER_LEVEL));
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if(nMetaMagic & METAMAGIC_EXTEND)
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fDuration *= 2; //Duration is +100%
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switch(nSpellID)
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{
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case SPELL_SUMMON_UNDEAD_1: sSummon = "wo_skel"; nFNF_Effect = VFX_FNF_SUMMON_MONSTER_1; break;
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case SPELL_SUMMON_UNDEAD_2: sSummon = "wo_zombie_bugb"; nFNF_Effect = VFX_FNF_SUMMON_MONSTER_1; break;
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case SPELL_SUMMON_UNDEAD_3: sSummon = "wo_zombie_ogre"; nFNF_Effect = VFX_FNF_SUMMON_MONSTER_1; break;
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case SPELL_SUMMON_UNDEAD_4: sSummon = "wo_zombie_wyv"; nFNF_Effect = VFX_FNF_SUMMON_MONSTER_2; break;
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case SPELL_SUMMON_UNDEAD_5: sSummon = "wo_mummy"; nFNF_Effect = VFX_FNF_SUMMON_MONSTER_2; break;
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}
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effect eSummon = EffectSummonCreature(sSummon, nFNF_Effect);
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MultisummonPreSummon();
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eSummon, PRCGetSpellTargetLocation(), fDuration);
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DelayCommand(0.5, AugmentSummonedCreature(sSummon));
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PRCSetSchool();
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} |