generated from Jaysyn/ModuleTemplate
2025/12/24 Update
Hooked up new GUI module event. Updated PRC8 includes. Updated "_removed". Updated nasher.cfg
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72
src/_removed/original spells/nw_s0_inccloud.nss
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72
src/_removed/original spells/nw_s0_inccloud.nss
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//::///////////////////////////////////////////////
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//:: Incendiary Cloud
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//:: NW_S0_IncCloud.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Person within the AoE take 4d6 fire damage
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per round.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 17, 2001
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//:://////////////////////////////////////////////
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#include "x2_inc_spellhook"
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void main()
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{
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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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//Declare major variables, including the Area of Effect object.
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object oCaster = OBJECT_SELF;
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object oPC = GetFirstPC();
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int nInt=GetLocalInt(oPC, "Underwater");
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effect eFail = SupernaturalEffect(EffectSpellFailure());
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effect eAOE = EffectAreaOfEffect(AOE_PER_FOGFIRE);
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//Capture the spell target location so that the AoE object can be created.
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location lTarget = GetSpellTargetLocation();
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int nDuration = GetCasterLevel(OBJECT_SELF);
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effect eImpact = EffectVisualEffect(260);
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//Spell fails if caster is underwater.
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if (nInt == 1)
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{
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eFail,oCaster,0.1);
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FloatingTextStringOnCreature("The spell 'Incendiary Cloud' will not work underwater!", oPC);
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return;
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}
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//Normal spell effects.
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if (nInt != 1)
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{
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, lTarget);
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if(nDuration < 1)
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{
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nDuration = 1;
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}
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int nMetaMagic = GetMetaMagicFeat();
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//Check for metamagic extend
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if (nMetaMagic == METAMAGIC_EXTEND)
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{
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nDuration = nDuration *2; //Duration is +100%
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}
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//Create the object at the location so that the objects scripts will start working.
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAOE, lTarget, RoundsToSeconds(nDuration));
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}
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}
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