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109
_removed/nw_s0_mscharm.nss
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109
_removed/nw_s0_mscharm.nss
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//::///////////////////////////////////////////////
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//:: [Mass Charm]
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//:: [NW_S0_MsCharm.nss]
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//:: Copyright (c) 2000 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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The caster attempts to charm a group of individuals
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who's HD can be no more than his level combined.
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The spell starts checking the area and those that
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fail a will save are charmed. The affected persons
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are Charmed for 1 round per 2 caster levels.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Jan 29, 2001
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//:://////////////////////////////////////////////
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//:: Last Updated By: Preston Watamaniuk, On: April 10, 2001
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//:: VFX Pass By: Preston W, On: June 22, 2001
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/*
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Patch 1.71
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- was doing charm effect even for players (replaced for daze in this case)
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- HD pool check corrected (if found target with HD matching HD pool)
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- HD pool decreased also in case of spell being resisted
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- added scaling by difficulty into duration
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- added delay into SR and saving throw's VFX
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- extended duration corrected to calculate twice of normal duration as usual
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*/
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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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spellsDeclareMajorVariables();
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effect eCharm = EffectCharmed();
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_NORMAL_20);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = EffectLinkEffects(eMind, eDur);
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effect eVis = EffectVisualEffect(VFX_IMP_CHARM);
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int nDuration = spell.Level;
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float fDelay;
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int nAmount = spell.Level * 2;
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//Check for metamagic extend
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if (spell.Meta == METAMAGIC_EXTEND)
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{
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nDuration = nDuration * 2;
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}
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effect scaledEffect;
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int scaledDuration;
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, spell.Loc);
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, spell.Loc);
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while (GetIsObjectValid(oTarget) && nAmount > 0)
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, spell.Caster))
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{
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fDelay = GetRandomDelay();
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//Check that the target is humanoid
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if(AmIAHumanoid(oTarget) && nAmount >= GetHitDice(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(spell.Caster, spell.Id, FALSE));
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//Make an SR check
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if (!MyResistSpell(spell.Caster, oTarget, fDelay))
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{
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//Make a Will save to negate
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if (!MySavingThrow(SAVING_THROW_WILL, oTarget, spell.DC, SAVING_THROW_TYPE_MIND_SPELLS, spell.Caster, fDelay))
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{
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scaledEffect = GetScaledEffect(eCharm, oTarget);
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scaledEffect = EffectLinkEffects(eLink, scaledEffect);
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scaledDuration = GetScaledDuration(nDuration, oTarget);
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//Apply the linked effects and the VFX impact
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, scaledEffect, oTarget, RoundsToSeconds(scaledDuration)));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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//Add the creatures HD to the count of affected creatures
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//nCnt = nCnt + GetHitDice(oTarget);
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}
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nAmount = nAmount - GetHitDice(oTarget);
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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, spell.Loc);
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}
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}
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