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.
100 lines
2.9 KiB
Plaintext
100 lines
2.9 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Mass Camoflage
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//:: x0_s0_masscamo.nss
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//:: Copyright (c) 2002 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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+10 hide bonus to all allies in area
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent Knowles
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//:: Created On: July 24, 2002
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//:://////////////////////////////////////////////
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//:: VFX Pass By:
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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 PRCDoCamoflage(object oTarget)
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{
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//Declare major variables
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effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE);
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int nMetaMagic = PRCGetMetaMagicFeat();
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effect eHide = EffectSkillIncrease(SKILL_HIDE, 10);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eHide, eDur);
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int nDuration = 10*PRCGetCasterLevel(OBJECT_SELF); // * Duration 10 turn/level
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if (nMetaMagic & METAMAGIC_EXTEND) //Duration is +100%
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{
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nDuration = nDuration * 2;
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}
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//Fire spell cast at event for target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, 421, FALSE));
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//Apply VFX impact and bonus effects
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration));
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}
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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_TRANSMUTATION);
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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// * now setup benefits for allies
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//Apply Impact
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_HOLY_30);
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float fDelay = 0.0;
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, PRCGetSpellTargetLocation());
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//Get the first target in the radius around the caster
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
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while(GetIsObjectValid(oTarget))
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{
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if(GetIsReactionTypeFriendly(oTarget) || GetFactionEqual(oTarget))
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{
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//fDelay = PRCGetRandomDelay(0.4, 1.1);
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//Fire spell cast at event for target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, 454, FALSE));
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PRCDoCamoflage(oTarget);
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}
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//Get the next target in the specified area around the caster
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
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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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