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.
68 lines
2.4 KiB
Plaintext
68 lines
2.4 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Cloud of Bewilderment
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//:: X2_S0_CldBewldA
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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A cone of noxious air goes forth from the caster.
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Enemies in the area of effect are stunned and blinded
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1d6 rounds. Foritude save negates effect.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Andrew Nobbs
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//:: Created On: November 04, 2002
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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_alterations"
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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_CONJURATION);
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//Declare major variables
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int nRounds;
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effect eStun = EffectStunned();
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effect eBlind = EffectBlindness();
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eStun = EffectLinkEffects(eBlind,eStun);
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effect eVis = EffectVisualEffect(VFX_DUR_BLIND);
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effect eFind;
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object oTarget;
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object oCreator;
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float fDelay;
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int nPenetr = SPGetPenetrAOE(GetAreaOfEffectCreator());
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//Get the first object in the persistant area
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oTarget = GetEnteringObject();
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, GetAreaOfEffectCreator()))
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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_CLOUD_OF_BEWILDERMENT));
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//Make a SR check
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if(!PRCDoResistSpell(GetAreaOfEffectCreator(), oTarget,nPenetr))
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{
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//Make a Fort Save
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (PRCGetSaveDC(oTarget,GetAreaOfEffectCreator())), SAVING_THROW_TYPE_POISON))
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{
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if (!GetIsImmune(oTarget, IMMUNITY_TYPE_POISON))
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{
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nRounds = d6(1);
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fDelay = PRCGetRandomDelay(0.75, 1.75);
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//Apply the VFX impact and linked effects
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eStun, oTarget, RoundsToSeconds(nRounds),FALSE));
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}
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}
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}
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Erasing the variable used to store the spell's spell school
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}
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