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.
347 lines
16 KiB
Plaintext
347 lines
16 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Eldritch Blast - Normal
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//:: FileName inv_eldtch_blast.nss
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//:://////////////////////////////////////////////
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#include "prc_inc_sp_tch"
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#include "inv_inc_invfunc"
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#include "inv_invokehook"
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#include "inv_inc_blast"
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//internal function for delayed damage
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void DoDelayedBlast(object oTarget, int nDamageType = DAMAGE_TYPE_FIRE, int nVFX = VFX_IMP_FLAME_M)
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(d6(2), nDamageType), oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(nVFX), oTarget);
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}
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void main()
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{
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// Ugly hack to tell PreInvocationCastCode() that we are casting as warlock
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object oPC = OBJECT_SELF;
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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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object oBeamTarget = PRCGetSpellTargetObject();
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location lTargetArea = PRCGetSpellTargetLocation();
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int nEssence = GetLocalInt(oPC, "BlastEssence");
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int nEssence2 = GetLocalInt(oPC, "BlastEssence2");
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int nEssenceData = GetLocalInt(oPC, "EssenceData");
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int nEssenceData2 = GetLocalInt(oPC, "EssenceData2");
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effect eEssence;
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//If no beam target object, make one
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if (!GetIsObjectValid(oBeamTarget))
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{
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oBeamTarget = CreateObject(OBJECT_TYPE_PLACEABLE, "prc_invisobj", lTargetArea);
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}
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//remove Corrupting Blast essence - it's a one-shot power
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if(nEssence == INVOKE_CORRUPTING_BLAST)
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DeleteLocalInt(oPC, "BlastEssence");
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else if(nEssence2 == INVOKE_CORRUPTING_BLAST)
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DeleteLocalInt(oPC, "BlastEssence2");
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int nBlast = GetSpellId();
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int bSculptor = GetHasFeat(FEAT_ELDRITCH_SCULPTOR, oPC);
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int nShape, nShapeLevel, bDoom;
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float fRange;
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if(nBlast == INVOKE_ELDRITCH_CONE)
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{
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nShape = SHAPE_SPELLCONE;
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fRange = bSculptor ? FeetToMeters(60.0) : FeetToMeters(30.0);
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nShapeLevel = 5;
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}
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else if(nBlast == INVOKE_ELDRITCH_LINE)
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{
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nShape = SHAPE_SPELLCYLINDER;
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fRange = bSculptor ? FeetToMeters(120.0) : FeetToMeters(60.0);
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nShapeLevel = 5;
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}
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else if(nBlast == INVOKE_ELDRITCH_DOOM)
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{
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bDoom = TRUE;
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nShape = SHAPE_SPHERE;
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fRange = bSculptor ? FeetToMeters(40.0) : FeetToMeters(20.0);
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nShapeLevel = 8;
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}
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//calculate DC for essence effects
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int nInvLevel = GetInvokerLevel(oPC, CLASS_TYPE_WARLOCK);
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int nBlastLvl = min((nInvLevel + 1) / 2, 9);
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nBlastLvl = max(nShapeLevel, max(max(nEssenceData & 0xF, nEssenceData2 & 0xF), nBlastLvl));
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int nDC = 10 + nBlastLvl + GetAbilityModifier(ABILITY_CHARISMA);
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if(GetHasFeat(FEAT_LORD_OF_ALL_ESSENCES)) nDC += 2;
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int nDmgDice = GetBlastDamageDices(oPC, nInvLevel);
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int nDamageType = nEssence ? (nEssenceData >>> 4) & 0xFFF : DAMAGE_TYPE_MAGICAL;
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int nDamageType2 = nEssence2 ? (nEssenceData2 >>> 4) & 0xFFF : DAMAGE_TYPE_MAGICAL;
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//Set correct blast damage type
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if(nDamageType != nDamageType2)
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{
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if(nDamageType != DAMAGE_TYPE_MAGICAL)
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{
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if(nDamageType2 == DAMAGE_TYPE_MAGICAL)
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nDamageType2 = nDamageType;
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}
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else if(nDamageType2 != DAMAGE_TYPE_MAGICAL)
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{
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nDamageType = nDamageType2;
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}
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}
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//get beam and impact vfx
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int nBeamVFX, nVis, nReflexSaveType;
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switch(nDamageType)
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{
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case DAMAGE_TYPE_FIRE:
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nBeamVFX = bDoom ? VFX_IMP_PULSE_FIRE : VFX_BEAM_FIRE;
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nVis = VFX_IMP_FLAME_M;
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nReflexSaveType = SAVING_THROW_TYPE_FIRE;
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break;
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case DAMAGE_TYPE_COLD:
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nBeamVFX = bDoom ? VFX_IMP_PULSE_COLD : VFX_BEAM_COLD;
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nVis = VFX_IMP_FROST_S;
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nReflexSaveType = SAVING_THROW_TYPE_COLD;
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break;
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case DAMAGE_TYPE_ACID:
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nBeamVFX = bDoom ? VFX_IMP_PULSE_WATER : VFX_BEAM_DISINTEGRATE;
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nVis = VFX_IMP_ACID_S;
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nReflexSaveType = SAVING_THROW_TYPE_ACID;
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break;
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case DAMAGE_TYPE_NEGATIVE:
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nBeamVFX = bDoom ? VFX_IMP_PULSE_NEGATIVE : VFX_BEAM_BLACK;
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nVis = VFX_IMP_NEGATIVE_ENERGY;
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nReflexSaveType = SAVING_THROW_TYPE_NEGATIVE;
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break;
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default:
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nBeamVFX = bDoom ? VFX_IMP_PULSE_NEGATIVE : VFX_BEAM_DISINTEGRATE;
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nVis = VFX_IMP_LIGHTNING_S;
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nReflexSaveType = SAVING_THROW_TYPE_SPELL;
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break;
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}
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effect eVis = EffectVisualEffect(nVis);
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//add second vfx if needed
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if(nDamageType != nDamageType2)
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{
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switch(nDamageType2)
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{
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case DAMAGE_TYPE_FIRE: nVis = VFX_IMP_FLAME_M; break;
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case DAMAGE_TYPE_COLD: nVis = VFX_IMP_FROST_S; break;
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case DAMAGE_TYPE_ACID: nVis = VFX_IMP_ACID_S; break;
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case DAMAGE_TYPE_NEGATIVE: nVis = VFX_IMP_NEGATIVE_ENERGY; break;
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}
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eVis = EffectLinkEffects(eVis, EffectVisualEffect(nVis));
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}
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int nHellFire = 0;
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if(GetIsHellFireBlast(oPC))
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{
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if(HellFireConDamage(oPC))
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{
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nHellFire = GetLevelByClass(CLASS_TYPE_HELLFIRE_WARLOCK, oPC) * 2;
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nBeamVFX = bDoom ? VFX_IMP_PULSE_FIRE : VFX_BEAM_FIRE;
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}
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}
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//Penetrating Blast
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int nPenetr = nInvLevel + SPGetPenetr();
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if(nEssence == INVOKE_PENETRATING_BLAST || nEssence2 == INVOKE_PENETRATING_BLAST)
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nPenetr += 4;
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//Get first target in spell area
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object oTarget = MyFirstObjectInShape(nShape, fRange, lTargetArea, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, GetPosition(oPC));
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while(GetIsObjectValid(oTarget))
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{
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int nDamage = d6(nDmgDice);
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if(GetHasSpellEffect(INVOKE_WILD_FRENZY, oPC))
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nDamage += 2;
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//Bane Blast
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int nRace = MyPRCGetRacialType(oTarget);
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if(nRace == ((nEssenceData >>> 16) & 0xFF) - 1
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|| nRace == ((nEssenceData2 >>> 16) & 0xFF) - 1)
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nDamage += d6(2);
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//Hammer Blast
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if(GetObjectType(oTarget) != OBJECT_TYPE_CREATURE && nEssence != INVOKE_HAMMER_BLAST && nEssence2 != INVOKE_HAMMER_BLAST)
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{
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nDamage /= 2;
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if(nDamage < 1) nDamage = 1;
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nHellFire /= 2;
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}
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int nRep = bDoom ? SPELL_TARGET_SELECTIVEHOSTILE : SPELL_TARGET_STANDARDHOSTILE;
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// This heals friendly undead targets with negative energy damage
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if (nDamageType == DAMAGE_TYPE_NEGATIVE && bDoom && GetIsFriend(oTarget, oPC) && MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHeal(nDamage), oTarget);
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else if(spellsIsTarget(oTarget, nRep, oPC) && oTarget != oPC)
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oPC, INVOKE_ELDRITCH_BLAST));
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float fDelay = GetDistanceBetween(oPC, oTarget)/20;
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, nReflexSaveType);
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if(nDamage > 0)
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{
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//Make SR Check
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int iSR = PRCDoResistSpell(oPC, oTarget, nPenetr);
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if(!iSR)
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{
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//Apply secondary effects from essence invocations
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if(nEssence == INVOKE_PENETRATING_BLAST || nEssence2 == INVOKE_PENETRATING_BLAST)
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{
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eEssence = EffectSpellResistanceDecrease(5);
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, TurnsToSeconds(1));
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}
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if((nEssence == INVOKE_HINDERING_BLAST || nEssence2 == INVOKE_HINDERING_BLAST) && PRCGetIsAliveCreature(oTarget))
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{
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eEssence = EffectSlow();
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, RoundsToSeconds(1));
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}
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if(nEssence == INVOKE_BINDING_BLAST || nEssence2 == INVOKE_BINDING_BLAST)
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{
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eEssence = EffectStunned();
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, RoundsToSeconds(1));
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}
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if(nEssence == INVOKE_BEWITCHING_BLAST || nEssence2 == INVOKE_BEWITCHING_BLAST)
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{
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eEssence = PRCEffectConfused();
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, RoundsToSeconds(1));
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}
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if((nEssence == INVOKE_BESHADOWED_BLAST || nEssence2 == INVOKE_BESHADOWED_BLAST) && PRCGetIsAliveCreature(oTarget))
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{
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eEssence = EffectBlindness();
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, RoundsToSeconds(1));
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}
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if((nEssence == INVOKE_HELLRIME_BLAST || nEssence2 == INVOKE_HELLRIME_BLAST))
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{
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eEssence = EffectAbilityDecrease(ABILITY_DEXTERITY, 4);
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, TurnsToSeconds(10));
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}
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if(nEssence == INVOKE_UTTERDARK_BLAST || nEssence2 == INVOKE_UTTERDARK_BLAST)
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{
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eEssence = EffectNegativeLevel(2);
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, HoursToSeconds(1));
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}
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if(nEssence == INVOKE_FRIGHTFUL_BLAST || nEssence2 == INVOKE_FRIGHTFUL_BLAST)
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{
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effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eFear = EffectFrightened();
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effect eAttackD = EffectAttackDecrease(2);
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effect eDmgD = EffectDamageDecrease(2,DAMAGE_TYPE_BLUDGEONING|DAMAGE_TYPE_PIERCING|DAMAGE_TYPE_SLASHING);
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effect SaveD = EffectSavingThrowDecrease(SAVING_THROW_ALL,2);
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effect Skill = EffectSkillDecrease(SKILL_ALL_SKILLS,2);
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eEssence = EffectLinkEffects(eDmgD, eDur2);
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eEssence = EffectLinkEffects(eEssence, eAttackD);
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eEssence = EffectLinkEffects(eEssence, SaveD);
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eEssence = EffectLinkEffects(eEssence, eFear);
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eEssence = EffectLinkEffects(eEssence, Skill);
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR))
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, TurnsToSeconds(1));
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}
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if(nEssence == INVOKE_NOXIOUS_BLAST || nEssence2 == INVOKE_NOXIOUS_BLAST)
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{
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eEssence = EffectDazed();
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, TurnsToSeconds(1));
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}
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if(nEssence == INVOKE_CORRUPTING_BLAST || nEssence2 == INVOKE_CORRUPTING_BLAST)
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{
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if(CheckTurnUndeadUses(oPC, 1))
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{
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int nRed = GetLevelByClass(CLASS_TYPE_ELDRITCH_DISCIPLE, oPC) / 2;
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if(nRed < 1) nRed = 1;
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eEssence = EffectSavingThrowDecrease(SAVING_THROW_WILL, nRed);
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eEssence = EffectLinkEffects(eEssence, EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE));
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, RoundsToSeconds(1));
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}
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else
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SpeakStringByStrRef(40550);//"This ability is tied to your turn undead ability, which has no more uses for today."
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}
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if((nEssence == INVOKE_SICKENING_BLAST || nEssence2 == INVOKE_SICKENING_BLAST) && PRCGetIsAliveCreature(oTarget))
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{
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eEssence = EffectSickened();
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, 60.0);
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}
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if((nEssence == INVOKE_BRIMSTONE_BLAST || nEssence2 == INVOKE_BRIMSTONE_BLAST) && !GetLocalInt(oTarget, "BrimstoneFire"))
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{
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if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_FIRE))
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{
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SetLocalInt(oTarget, "BrimstoneFire", TRUE);
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int nDuration = nInvLevel / 5;
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DelayCommand(RoundsToSeconds(nDuration), DeleteLocalInt(oTarget, "BrimstoneFire"));
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int i;
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float fRound = RoundsToSeconds(1);
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for(i = 1; i <= nDuration; i++)
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{
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DelayCommand(fRound * i, DoDelayedBlast(oTarget));
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}
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}
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}
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//Apply the VFX impact
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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//Vitriolic ignores SR
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if(nEssence == INVOKE_VITRIOLIC_BLAST || nEssence2 == INVOKE_VITRIOLIC_BLAST)
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{
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//Apply the VFX impact
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if(iSR) ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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//Apply secondary effect from essence invocations
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int nDuration = nInvLevel / 5;
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int i;
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float fRound = RoundsToSeconds(1);
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for(i = 1; i <= nDuration; i++)
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{
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DelayCommand(fRound * i, DoDelayedBlast(oTarget, DAMAGE_TYPE_ACID, VFX_IMP_ACID_S));
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}
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}
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//Apply damage effect
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ApplyBlastDamage(oPC, oTarget, 1, iSR, nDamage, nDamageType, nDamageType2, nHellFire, FALSE);
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}
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}
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//Get next target in spell area
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oTarget = MyNextObjectInShape(nShape, fRange, lTargetArea, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, GetPosition(oPC));
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if(DEBUG) DoDebug("inv_eldtch_shape: Next target is: " + DebugObject2Str(oTarget));
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}
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if(nBlast == INVOKE_ELDRITCH_LINE)
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(nBeamVFX, oPC, BODY_NODE_HAND, FALSE), oBeamTarget, 1.0f);
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else if(nBlast == INVOKE_ELDRITCH_DOOM)
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(nBeamVFX), lTargetArea, 1.0f);
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//Remove the created beam target object if it exists
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if (GetResRef(oBeamTarget) == "prc_invisobj") DestroyObject(oBeamTarget, 3.0);
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if(bSculptor)
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{
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if(!GetLocalInt(oPC, "UsingSecondBlast"))
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{
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SetLocalInt(oPC, "UsingSecondBlast", TRUE);
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UseInvocation(nBlast, CLASS_TYPE_WARLOCK, 0, TRUE);
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}
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else
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DeleteLocalInt(oPC, "UsingSecondBlast");
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}
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}
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