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8 Commits
0b5b6912d2
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v1.90
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9405f279d5 | ||
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0ec85e91b7 | ||
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f0453e0f90 | ||
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223d71f051 | ||
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9142d652cd | ||
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051ddf5d7f | ||
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cbf0febd8b | ||
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aa4680cac9 |
@@ -1,5 +1,5 @@
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:loop
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"C:\NWN Work\nwnsc.exe" -o -w -n "C:\Games\Steam\steamapps\common\Neverwinter Nights" -i "D:\NWN Repos\PoA_PRC8\_haks\poa_exp_abilities";"D:\NWN Repos\PRC8\nwn\nwnprc\trunk\include" "D:\NWN Repos\PoA_PRC8\_haks\poa_exp_abilities\*.nss"
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"C:\NWN Work\nwnsc.exe" -o -w -n "C:\Games\Steam\steamapps\common\Neverwinter Nights" -i "D:\NWN Repos\PoA_PRC8\_haks\poa_exp_ability";"D:\NWN Repos\PRC8\nwn\nwnprc\trunk\include" "D:\NWN Repos\PoA_PRC8\_haks\poa_exp_ability\*.nss"
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if %errorLevel% == -1 goto :loop
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"C:\NWN Work\nwnsc.exe" -o -w -n "C:\Games\Steam\steamapps\common\Neverwinter Nights" -i "D:\NWN Repos\PoA_PRC8\_haks\poa_exp_spells";"D:\NWN Repos\PRC8\nwn\nwnprc\trunk\include" "D:\NWN Repos\PoA_PRC8\_haks\poa_exp_spells\*.nss"
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@@ -8,8 +8,8 @@
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"CompileModels": false
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},
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{
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"Name": "poa_exp_abilities",
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"Path": "./poa_exp_abilities/",
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"Name": "poa_exp_ability",
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"Path": "./poa_exp_ability/",
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"CompileModels": false
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},
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{
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@@ -71,6 +71,7 @@ SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_NECROMANCY);
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//Enter Metamagic conditions
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//--------------------------------------------------------------------------
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nDamage = PRCMaximizeOrEmpower(6,nDDice,nMetaMagic);
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nDamage += SpellDamagePerDice(OBJECT_SELF, nDDice);
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int nDuration = nCasterLevel/3;
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if ((nMetaMagic & METAMAGIC_EXTEND))
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BIN
_haks/poa_exp_ability/inv_adeptbreath.ncs
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_haks/poa_exp_ability/inv_adeptbreath.ncs
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@@ -51,7 +51,7 @@ void main()
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nDamage = nDamage / 2;
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}
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//Set the damage effect
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_COLD);
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eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_COLD);
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//Apply the VFX constant and damage effect
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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BIN
_haks/poa_exp_ability/nw_s1_auraelecc.ncs
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_haks/poa_exp_ability/nw_s1_auraelecc.ncs
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@@ -47,10 +47,10 @@ void main()
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{
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nDamage = nDamage / 2;
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}
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL);
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eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_ELECTRICAL);
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//Apply the VFX impact and effects
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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//Get next target in spell area
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oTarget = GetNextInPersistentObject();
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BIN
_haks/poa_exp_ability/nw_s1_aurafear.ncs
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_haks/poa_exp_ability/nw_s1_aurafear.ncs
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@@ -12,14 +12,30 @@
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 25, 2001
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//:://////////////////////////////////////////////
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//:: Modified By: Brian Greinke
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//:: Modified On: 2004/01/30
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//:: Re: Added disable/reenable support
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//:://////////////////////////////////////////////
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//:: Modified By: Jaysyn
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//:: Modified On: 2023/02/11
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//:: Re: Added PnP Aura behavior support
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//:://////////////////////////////////////////////
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// Modified 2004/01/30 (Brian Greinke)
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// Added disable/reenable support
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#include "prc_alterations"
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#include "utl_i_sqluuid"
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void main()
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{
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//first, look to see if effect is already activated
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//:: Declare major variables
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object oMob = GetAreaOfEffectCreator();
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int bPNPAuras = GetPRCSwitch(PRC_PNP_FEAR_AURAS);
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string sMobUUID = GetObjectUUID(oMob);
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//first, look to see if effect is already activated
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if ( GetHasSpellEffect(SPELLABILITY_AURA_FEAR, OBJECT_SELF) )
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{
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PRCRemoveSpellEffects( SPELLABILITY_AURA_FEAR, OBJECT_SELF, OBJECT_SELF );
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@@ -58,5 +74,5 @@ if(GetLocalInt(GetArea(oCaster), "JAIL")==1)
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//Set and apply AOE object
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effect eAOE = EffectAreaOfEffect(AOE_MOB_FEAR);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
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}
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_haks/poa_exp_ability/nw_s1_aurafirec.ncs
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_haks/poa_exp_ability/nw_s1_aurafirec.ncs
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@@ -49,9 +49,9 @@ void main()
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nDamage = nDamage / 2;
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}
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//Set the damage effect
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_FIRE);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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}
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//Get next target in spell area
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oTarget = GetNextInPersistentObject();
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_haks/poa_exp_ability/nw_s1_auramenca.ncs
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_haks/poa_exp_ability/nw_s1_auramenca.ncs
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@@ -26,8 +26,7 @@ void main()
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int nDuration = 1 + (GetHitDice(oNPC)/3);
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int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
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int nDC = 10 +nCHAMod+ (GetHitDice(oNPC)/2);
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int nLevel = GetCasterLevel(OBJECT_SELF);
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nLevel = PRCGetCasterLevel(OBJECT_SELF);
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effect eVis = EffectVisualEffect(VFX_IMP_DOOM);
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effect eLink = CreateDoomEffectsLink();
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@@ -39,8 +38,8 @@ void main()
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//Spell Resistance and Saving throw
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if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC))
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{
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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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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink , oTarget, TurnsToSeconds(nDuration));
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}
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}
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}
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@@ -12,12 +12,12 @@
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//:: Created By: Preston Watamaniuk
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//:: Created On:Jan 8, 2002, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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#include "prc_inc_spells"
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//#include "wm_include"
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void main()
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{
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//Declare major variables
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effect eProt = CreateProtectionFromAlignmentLink(ALIGNMENT_EVIL);
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effect eProt = PRCCreateProtectionFromAlignmentLink(ALIGNMENT_EVIL);
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effect eGlobe = EffectSpellLevelAbsorption(3, 0);
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effect eDur = EffectVisualEffect(VFX_DUR_GLOBE_MINOR);
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@@ -30,6 +30,6 @@ void main()
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if(GetIsFriend(oTarget, GetAreaOfEffectCreator()))
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{
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget);
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}
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}
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BIN
_haks/poa_exp_ability/nw_s1_aurastuna.ncs
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_haks/poa_exp_ability/nw_s1_aurastuna.ncs
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@@ -41,8 +41,8 @@ void main()
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
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{
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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}
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_haks/poa_exp_ability/nw_s1_auraunata.ncs
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_haks/poa_exp_ability/nw_s1_auraunata.ncs
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@@ -27,7 +27,7 @@ void main()
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int nDuration = GetHitDice(oNPC);
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int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
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int nRacial = GetRacialType(oTarget);
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int nRacial = MyPRCGetRacialType(oTarget);
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int nDC = 10 + nCHAMod + (GetHitDice(oNPC)/2);
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if(GetIsEnemy(oTarget))
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@@ -41,7 +41,7 @@ void main()
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//if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR)) //:: This ability only affects animals & they don't get a save.
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//{
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
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//}
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}
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}
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_haks/poa_exp_ability/nw_s1_aurauneaa.ncs
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_haks/poa_exp_ability/nw_s1_aurauneaa.ncs
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@@ -39,7 +39,7 @@ void main()
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH))
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{
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget);
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//ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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@@ -326,7 +326,7 @@ void main()
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else if (nFrost>0)
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FloatingTextStringOnCreature("Frostrage failed, invalid weapon", oPC, FALSE);
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//Apply the VFX impact and effects
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//Apply the VFX impact and the actual rage effects
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oPC, fDuration);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC);
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@@ -433,6 +433,12 @@ void main()
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// The delay is because you have to delay the command if you want the function to be able
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// to determine what the ability scores become after adding the bonuses to them.
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DelayCommand(0.1, GiveExtraRageBonuses(nCon, StrBeforeBonuses, ConBeforeBonuses, iStr, iCon, nSave, DAMAGE_TYPE_BASE_WEAPON, oPC));
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if(GetLevelByClass(CLASS_TYPE_FORSAKER, oPC) >= 3) //Run feat script if Forsaker lvl3 to increase AC based on CON, then decrease again after it ends
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{
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ExecuteScript("prc_forsaker", oPC);
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DelayCommand(fDuration + 0.1, ExecuteScript("prc_forsaker", oPC));
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}
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}
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}
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BIN
_haks/poa_exp_ability/nw_s1_bltacid.ncs
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_haks/poa_exp_ability/nw_s1_bltacid.ncs
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@@ -5,13 +5,13 @@
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//:://////////////////////////////////////////////
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/*
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Creature must make a ranged touch attack to hit
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the intended target. Reflex or Will save is
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needed to halve damage or avoid effect.
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the intended target.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 11 , 2001
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//:://////////////////////////////////////////////
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#include "prc_inc_sp_tch"
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#include "NW_I0_SPELLS"
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#include "prc_inc_spells"
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//#include "wm_include"
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@@ -44,10 +44,9 @@ void main()
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SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ACID));
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_ACID);
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//nDamage = GetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_ACID);
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//Make a ranged touch attack
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int nTouch = TouchAttackRanged(oTarget);
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int nTouch = PRCDoRangedTouchAttack(oTarget);
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if(nTouch > 0)
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{
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if(nTouch == 2)
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@@ -59,8 +58,8 @@ void main()
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if(nDamage > 0)
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{
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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}
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BIN
_haks/poa_exp_ability/nw_s1_bltcharm.ncs
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_haks/poa_exp_ability/nw_s1_bltcharm.ncs
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