Added "removed" folder
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99
_removed/nw_s0_hammgods.nss
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99
_removed/nw_s0_hammgods.nss
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//::///////////////////////////////////////////////
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//:: Hammer of the Gods
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//:: [NW_S0_HammGods.nss]
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//:: Copyright (c) 2000 Bioware Corp.
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//:://////////////////////////////////////////////
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//:: Does 1d8 damage to all enemies within the
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//:: spells 20m radius and dazes them if a
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//:: Will save is failed.
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Jan 12, 2001
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//:://////////////////////////////////////////////
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//:: VFX Pass By: Preston W, On: June 21, 2001
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//:: Update Pass By: Preston W, On: Aug 1, 2001
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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 2003-06-20 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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spellsDeclareMajorVariables();
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effect eDam;
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effect eDaze = EffectDazed();
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = EffectLinkEffects(eMind, eDaze);
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eLink = EffectLinkEffects(eLink, eDur);
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effect eVis = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_HOLY);
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effect eStrike = EffectVisualEffect(VFX_FNF_STRIKE_HOLY);
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float fDelay;
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int nDamageDice = spell.Level/2;
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if(nDamageDice < 1)
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{
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nDamageDice = 1;
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}
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//Limit caster level
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if (nDamageDice > 10)
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{
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nDamageDice = 10;
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}
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int nDamage;
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//Apply the holy strike VFX
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eStrike, spell.Loc);
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, spell.Loc);
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while (GetIsObjectValid(oTarget))
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{
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//Make faction checks
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if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, spell.Caster))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(spell.Caster, spell.Id));
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//Make SR Check
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if (!MyResistSpell(spell.Caster, oTarget))
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{
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fDelay = GetRandomDelay(0.6, 1.3);
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//Roll damage
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nDamage = MaximizeOrEmpower(8,nDamageDice,spell.Meta);
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//Make a will save for half damage and negation of daze effect
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if (MySavingThrow(SAVING_THROW_WILL, oTarget, spell.DC, SAVING_THROW_TYPE_DIVINE, spell.Caster, 0.5))
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{
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nDamage = nDamage / 2;
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}
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else
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{
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//Apply daze effect
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DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(d6())));
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}
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//Set damage effect
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_DIVINE );
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//Apply the VFX impact and damage effect
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, 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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//Get next target in shape
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, spell.Loc);
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}
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}
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