Fixed bandit lair spawn waypoints
Remade the bandit shack interior
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45
_module/nss/nw_s2_divprot.nss
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45
_module/nss/nw_s2_divprot.nss
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//::///////////////////////////////////////////////
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//:: Divine Protection
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//:: NW_S2_DivProt.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Makes the target creature invisible to hostile
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creatures unless they make a Will Save to ignore
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the Sanctuary Effect
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Jan 8, 2002
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//:://////////////////////////////////////////////
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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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//if (WildMagicOverride()) { return; }
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//:: Declare major variables
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object oNPC = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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effect eVis = EffectVisualEffect(VFX_DUR_SANCTUARY);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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int nDC = 10 + GetAbilityModifier(ABILITY_CHARISMA) + GetLevelByTypeDivine(oNPC);
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effect eSanc = EffectSanctuary(nDC);
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effect eLink = EffectLinkEffects(eVis, eSanc);
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eLink = EffectLinkEffects(eLink, eDur);
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//Fire cast spell at event for the specified target
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SignalEvent(OBJECT_SELF, EventSpellCastAt(oNPC, SPELLABILITY_DIVINE_PROTECTION, FALSE));
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int nDuration = GetLevelByTypeDivine(oNPC);
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//Enter Metamagic conditions
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int nMetaMagic = PRCGetMetaMagicFeat();
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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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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
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}
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