Added "removed" folder
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58
_removed/nw_s0_sanctuary.nss
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58
_removed/nw_s0_sanctuary.nss
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//::///////////////////////////////////////////////
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//:: Sanctuary
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//:: NW_S0_Sanctuary.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 7, 2002
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//:://////////////////////////////////////////////
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#include "70_inc_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_SANCTUARY);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eSanc = EffectSanctuary(spell.DC);
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effect eLink = EffectLinkEffects(eVis, eSanc);
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eLink = EffectLinkEffects(eLink, eDur);
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int nDuration = spell.Level;
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if(nDuration > 20) nDuration = 20;
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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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//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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//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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