Initial upload
Initial upload. PRC8 has been added. Module compiles, PRC's default AI & treasure scripts have been integrated. Started work on top hak for SLA / Ability / Scripting modifications.
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_removed/x0_s0_bldfrenzy.nss
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_removed/x0_s0_bldfrenzy.nss
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////::///////////////////////////////////////////////
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//:: Blood Frenzy
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//:: x0_s0_bldfrenzy.nss
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//:: Copyright (c) 2002 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Similar to Barbarian Rage.
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+2 Strength, Con. +1 morale bonus to Will
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-1 AC
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent Knowles
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//:: Created On: July 19, 2002
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//:://////////////////////////////////////////////
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//:: VFX Pass By:
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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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if(!GetHasSpellEffect(422))
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{
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//Declare major variables
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int nDuration = GetCasterLevel(OBJECT_SELF);
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int nIncrease;
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int nSave;
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nIncrease = 2;
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nSave = 1;
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int nMetaMagic = GetMetaMagicFeat();
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if (nMetaMagic == METAMAGIC_EXTEND)
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{
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nDuration = nDuration * 2;
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}
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PlayVoiceChat(VOICE_CHAT_BATTLECRY1);
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effect eStr = EffectAbilityIncrease(ABILITY_CONSTITUTION, nIncrease);
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effect eCon = EffectAbilityIncrease(ABILITY_STRENGTH, nIncrease);
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effect eSave = EffectSavingThrowIncrease(SAVING_THROW_WILL, nSave);
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effect eAC = EffectACDecrease(1, AC_DODGE_BONUS);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eCon, eStr);
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eLink = EffectLinkEffects(eLink, eSave);
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eLink = EffectLinkEffects(eLink, eAC);
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eLink = EffectLinkEffects(eLink, eDur);
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SignalEvent(OBJECT_SELF, EventSpellCastAt(OBJECT_SELF, 422, FALSE));
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//Make effect extraordinary
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eLink = MagicalEffect(eLink);
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effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE); //Change to the Rage VFX
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, OBJECT_SELF, RoundsToSeconds(nDuration));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF) ;
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}
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}
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