Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
		
			
				
	
	
		
			59 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			59 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//::///////////////////////////////////////////////
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//:: Aura of Hellfire on Heartbeat
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//:: NW_S1_AuraElecC.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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    Prolonged exposure to the aura of the creature
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    causes fire damage to all within the aura.
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*/
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//:: altered 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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    int nDamage;
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    int nDamSave;
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    effect eDam;
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    effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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    int EleDmg = ChangedElementalDamage(GetAreaOfEffectCreator(), DAMAGE_TYPE_FIRE);
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    //Get first target in spell area
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    object oTarget = GetFirstInPersistentObject();
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    while(GetIsObjectValid(oTarget))
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    {
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        if(GetIsEnemy(oTarget, 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(GetAreaOfEffectCreator(), 761));
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            //Roll damage
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            nDamage = d6(6);
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            nDamage += SpellDamagePerDice(GetAreaOfEffectCreator(), 6);
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            //Make a saving throw check
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            if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (PRCGetSaveDC(oTarget,GetAreaOfEffectCreator())), SAVING_THROW_TYPE_FIRE))
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            {
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                nDamage = nDamage / 2;
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            }
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            if (GetHasMettle(oTarget, SAVING_THROW_FORT))
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            	nDamage = 0;
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            //Set the damage effect
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            eDam = PRCEffectDamage(oTarget, nDamage, EleDmg);
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            SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget,0.0f,FALSE);
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            SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget,0.0f,FALSE);
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        }
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        //Get next target in spell area
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        oTarget = GetNextInPersistentObject();
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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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