Moved PRC'd creature abilities from module to new top hak
Moved PRC'd creature abilities from module to new top hak.
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@@ -1,69 +0,0 @@
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//::///////////////////////////////////////////////
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//:: Pulse: Fire
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//:: NW_S1_PulsFire
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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A wave of energy emanates from the creature which affects
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all within 10ft. Damage can be reduced by half for all
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damaging variants.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 14, 2000
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//:://////////////////////////////////////////////
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//#include "wm_include"
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#include "prc_inc_spells"
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void main()
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{
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//if (WildMagicOverride()) { return; }
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//:: Declare major variables
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object oNPC = OBJECT_SELF;
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object oTarget;
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int nHD = GetHitDice(oNPC);
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int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
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int nDC = 10 +nCHAMod+ (nHD/2);
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int nDamage;
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float fDelay;
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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effect eHowl;
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effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_FIRE);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF);
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//Get first target in spell area
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF));
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while(GetIsObjectValid(oTarget))
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{
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if(oTarget != OBJECT_SELF)
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{
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_PULSE_FIRE));
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//Roll the damage
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nDamage = d6(nHD);
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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_FIRE);
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//Determine effect delay
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fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
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eHowl = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
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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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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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}
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}
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//Get next target in spell area
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF));
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}
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}
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