Added "removed" folder
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81
_removed/nw_s0_dismissal.nss
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81
_removed/nw_s0_dismissal.nss
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//::///////////////////////////////////////////////
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//:: Dismissal
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//:: NW_S0_Dismissal.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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All summoned creatures within 30ft of caster
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make a save and SR check or be banished
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 22, 2001
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//:://////////////////////////////////////////////
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//:: VFX Pass By: Preston W, On: June 20, 2001
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#include "X0_I0_SPELLS"
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#include "x2_inc_spellhook"
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#include "hench_i0_generic"
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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
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object oMaster;
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effect eVis = EffectVisualEffect(VFX_IMP_UNSUMMON);
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_EVIL_30);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, GetSpellTargetLocation());
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int nSpellDC;
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//Get the first object in the are of effect
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
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while(GetIsObjectValid(oTarget))
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{
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//does the creature have a master.
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oMaster = GetMaster(oTarget);
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//Is that master valid and is he an enemy
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if(GetIsObjectValid(oMaster) && spellsIsTarget(oMaster,SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF ))
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{
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//Is the creature a summoned associate
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if(GetAssociate(ASSOCIATE_TYPE_SUMMONED, oMaster) == oTarget ||
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GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oMaster) == oTarget ||
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GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oMaster) == oTarget ||
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GetLocalInt(oTarget, sHenchPseudoSummon))
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{
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_DISMISSAL));
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//Determine correct save
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nSpellDC = GetSpellSaveDC() + 6;
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//Make SR and will save checks
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if (!MyResistSpell(OBJECT_SELF, oTarget) && !MySavingThrow(SAVING_THROW_WILL, oTarget, nSpellDC))
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{
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//OnDeath script... so lets kill it.
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effect eKill = EffectDamage(GetCurrentHitPoints(oTarget));
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//just to be extra-sure... :)
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effect eDeath = EffectDeath(FALSE, FALSE);
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DelayCommand(0.25, ApplyEffectToObject(DURATION_TYPE_INSTANT, eKill, oTarget));
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DelayCommand(0.25, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget));
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DestroyObject(oTarget, 0.3);
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}
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}
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}
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//Get next creature in the shape.
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
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}
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}
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