Added "removed" folder
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72
_removed/nw_s0_fireshld.nss
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72
_removed/nw_s0_fireshld.nss
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//::///////////////////////////////////////////////
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//:: Elemental Shield
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//:: NW_S0_FireShld.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Caster gains 50% cold and fire immunity. Also anyone
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who strikes the caster with melee attacks takes
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1d6 + 1 per caster level in damage.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Jan 7, 2002
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//:://////////////////////////////////////////////
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//:: Created On: Aug 28, 2003, GZ: Fixed stacking issue
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#include "70_inc_spells"
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#include "x0_i0_spells"
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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 2003-06-23 by GeorgZ
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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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spellsDeclareMajorVariables();
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effect eVis = EffectVisualEffect(VFX_DUR_ELEMENTAL_SHIELD);
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int nDuration = spell.Level;
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int nDamage = spell.Level/2;
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effect eShield = EffectDamageShield(nDamage, DAMAGE_BONUS_1d6, DAMAGE_TYPE_FIRE);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eCold = EffectDamageImmunityIncrease(DAMAGE_TYPE_COLD, 50);
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effect eFire = EffectDamageImmunityIncrease(DAMAGE_TYPE_FIRE, 50);
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//Link effects
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effect eLink = EffectLinkEffects(eShield, eCold);
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eLink = EffectLinkEffects(eLink, eFire);
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eLink = EffectLinkEffects(eLink, eDur);
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eLink = EffectLinkEffects(eLink, eVis);
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//Fire cast spell at event for the specified target
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SignalEvent(spell.Target, EventSpellCastAt(spell.Caster, spell.Id, FALSE));
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// *GZ: No longer stack this spell
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if (GetHasSpellEffect(spell.Id,spell.Target))
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{
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RemoveSpellEffects(spell.Id, spell.Caster, spell.Target);
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}
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//Enter Metamagic conditions
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if (spell.Meta == 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, spell.Target, RoundsToSeconds(nDuration));
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}
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