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.
75 lines
2.7 KiB
Plaintext
75 lines
2.7 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Aura of Vitality
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//:: NW_S0_AuraVital
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Transmutation
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Level: Druid 7
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Components: V, S
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Casting Time: 1 standard action
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Range: Close (25 ft. + 5 ft./2 levels)
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Target: One creature/3 levels, no two of
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which are more than 30 ft. apart
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Duration: 1 round/level
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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All subjects recive a +4 morale bonus to Strength,
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Dexterity and Constitution.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 29, 2001
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//:://////////////////////////////////////////////
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//:: modified by mr_bumpkin Dec 4, 2003
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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_TRANSMUTATION);
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//Declare major variables
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object oCaster = OBJECT_SELF;
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location lCaster = GetLocation(oCaster);
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int CasterLvl = PRCGetCasterLevel(oCaster);
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int nMetaMagic = PRCGetMetaMagicFeat();
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float fDuration = RoundsToSeconds(CasterLvl);
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if(nMetaMagic & METAMAGIC_EXTEND)
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fDuration *= 2; //Duration is +100%
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effect eStr = EffectAbilityIncrease(ABILITY_STRENGTH,4);
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effect eDex = EffectAbilityIncrease(ABILITY_DEXTERITY,4);
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effect eCon = EffectAbilityIncrease(ABILITY_CONSTITUTION,4);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eStr, eDex);
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eLink = EffectLinkEffects(eLink, eCon);
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eLink = EffectLinkEffects(eLink, eDur);
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effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE);
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_HOLY_30);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, lCaster);
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, lCaster);
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while(GetIsObjectValid(oTarget))
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{
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if(GetFactionEqual(oTarget) || GetIsReactionTypeFriendly(oTarget))
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{
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float fDelay = PRCGetRandomDelay(0.4, 1.1);
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//Signal the spell cast at event
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SignalEvent(oTarget, EventSpellCastAt(oCaster, SPELL_AURA_OF_VITALITY, FALSE));
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//Apply effects and VFX to target
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDuration, TRUE, SPELL_AURA_OF_VITALITY, CasterLvl));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, lCaster);
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}
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PRCSetSchool();
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}
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