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_removed/nw_s0_searlght.nss
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_removed/nw_s0_searlght.nss
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//::///////////////////////////////////////////////
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//:: Searing Light
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//:: NW_S0_SearLght.nss
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//:: Copyright (c) 2000 Bioware Corp.
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//:://////////////////////////////////////////////
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//:: Focusing holy power like a ray of the sun, you project
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//:: a blast of light from your open palm. You must succeed
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//:: at a ranged touch attack to strike your target. A creature
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//:: struck by this ray of light suffers 1d8 points of damage
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//:: per two caster levels (maximum 5d8). Undead creatures suffer
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//:: 1d6 points of damage per caster level (maximum 10d6), and
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//:: undead creatures particularly vulnerable to sunlight, such
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//:: as vampires, suffer 1d8 points of damage per caster level
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//:: (maximum 10d8). Constructs and inanimate objects suffer only
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//:: 1d6 points of damage per two caster levels (maximum 5d6).
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//:://////////////////////////////////////////////
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//:: Created By: Keith Soleski
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//:: Created On: 02/05/2001
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//:://////////////////////////////////////////////
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//:: VFX Pass By: Preston W, On: June 25, 2001
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#include "NW_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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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nMetaMagic = GetMetaMagicFeat();
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int nCasterLevel = GetCasterLevel(oCaster);
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int nDamage;
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int nMax;
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effect eDam;
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effect eVis = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
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effect eRay = EffectBeam(VFX_BEAM_HOLY, OBJECT_SELF, BODY_NODE_HAND);
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if(!GetIsReactionTypeFriendly(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(OBJECT_SELF, SPELL_SEARING_LIGHT));
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eRay = EffectBeam(VFX_BEAM_HOLY, OBJECT_SELF, BODY_NODE_HAND);
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//Make an SR Check
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if (!MyResistSpell(oCaster, oTarget))
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{
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//Limit caster level
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if (nCasterLevel > 10)
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{
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nCasterLevel = 10;
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}
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//Check for racial type undead
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//if (GetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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if ((GetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)||(GetSubRace(oTarget)=="Vampire"))
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{
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nDamage = d6(nCasterLevel);
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nMax = 6;
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}
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//Check for racial type construct
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else if (GetRacialType(oTarget) == RACIAL_TYPE_CONSTRUCT)
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{
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nCasterLevel /= 2;
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if(nCasterLevel == 0)
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{
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nCasterLevel = 1;
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}
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nDamage = d6(nCasterLevel);
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nMax = 6;
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}
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else
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{
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nCasterLevel = nCasterLevel/2;
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if(nCasterLevel == 0)
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{
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nCasterLevel = 1;
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}
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nDamage = d8(nCasterLevel);
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nMax = 8;
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}
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//Make metamagic checks
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if (nMetaMagic == METAMAGIC_MAXIMIZE)
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{
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nDamage = nMax * nCasterLevel;
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}
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if (nMetaMagic == METAMAGIC_EMPOWER)
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{
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nDamage = nDamage + (nDamage/2);
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}
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//Set the damage effect
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_DIVINE);
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//Apply the damage effect and VFX impact
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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//ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.0);
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}
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}
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7);
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}
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