222 lines
7.6 KiB
Plaintext
222 lines
7.6 KiB
Plaintext
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//::///////////////////////////////////////////////
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//:: Mirror Image
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//:: sp_mirror.nss
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//:://////////////////////////////////////////////
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/*
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Caster Level(s): Bard 2, Wizard 2, Sorcerer 2
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Innate Level: 2
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School: Illusion
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Component(s): Verbal, Somatic
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Range: Personal
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Area of Effect / Target: Self
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Duration: 1 min/level
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Save: harmless
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Spell Resistance: harmless
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Several illusory duplicates of you pop into being, making it
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difficult for enemies to know which target to attack. The
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figments stay near you and disappear when struck.
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Mirror image creates 1d4 images plus one image per three
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caster levels (maximum eight images total). These figments
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separate from you and remain in a cluster, each within 5 feet
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of at least one other figment or you. You can move into and
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through a mirror image. When you and the mirror image separate,
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observers can<61>t use vision or hearing to tell which one is you
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and which the image. The figments may also move through each
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other. The figments mimic your actions, pretending to cast spells
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when you cast a spell, drink potions when you drink a potion,
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levitate when you levitate, and so on.
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Enemies attempting to attack you or cast spells at you must
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select from among indistinguishable targets. Any successful
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attack against an image destroys it. An image<67>s AC is 10 +
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your size modifier + your Dex modifier. Figments seem to react
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normally to area spells (such as looking like they<65>re burned or
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dead after being hit by a fireball).
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Stratovarius
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//:: Created On: August 20, 2004
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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void CleanCopy(object oImage)
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{
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SetLootable(oImage, FALSE);
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// remove inventory contents
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object oItem = GetFirstItemInInventory(oImage);
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while(GetIsObjectValid(oItem))
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{
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SetPlotFlag(oItem,FALSE);
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if(GetHasInventory(oItem))
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{
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object oItem2 = GetFirstItemInInventory(oItem);
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while(GetIsObjectValid(oItem2))
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{
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object oItem3 = GetFirstItemInInventory(oItem2);
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while(GetIsObjectValid(oItem3))
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{
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SetPlotFlag(oItem3,FALSE);
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DestroyObject(oItem3);
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oItem3 = GetNextItemInInventory(oItem2);
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}
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SetPlotFlag(oItem2,FALSE);
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DestroyObject(oItem2);
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oItem2 = GetNextItemInInventory(oItem);
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}
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}
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DestroyObject(oItem);
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oItem = GetNextItemInInventory(oImage);
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}
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// remove non-visible equipped items
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int i;
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for(i=0;i<NUM_INVENTORY_SLOTS;i++)//equipment
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{
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oItem = GetItemInSlot(i, oImage);
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if(GetIsObjectValid(oItem))
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{
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if(i == INVENTORY_SLOT_HEAD || i == INVENTORY_SLOT_CHEST ||
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i == INVENTORY_SLOT_RIGHTHAND || i == INVENTORY_SLOT_LEFTHAND ||
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i == INVENTORY_SLOT_CLOAK) // visible equipped items
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{
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SetDroppableFlag(oItem, FALSE);
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SetItemCursedFlag(oItem, TRUE);
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// remove all item properties
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itemproperty ipLoop=GetFirstItemProperty(oItem);
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while (GetIsItemPropertyValid(ipLoop))
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{
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RemoveItemProperty(oItem, ipLoop);
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ipLoop=GetNextItemProperty(oItem);
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}
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}
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else // can't see it so destroy
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{
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SetPlotFlag(oItem,FALSE);
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DestroyObject(oItem);
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}
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}
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}
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TakeGoldFromCreature(GetGold(oImage), oImage, TRUE);
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}
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void MakeMoreImages(object oImage, int iImages, int nDuration)
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{
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string sImage = "PC_IMAGE"+ObjectToString(OBJECT_SELF)+"mirror";
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effect eImage = EffectCutsceneParalyze();
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eImage = SupernaturalEffect(eImage);
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effect eGhost = EffectCutsceneGhost();
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eGhost = SupernaturalEffect(eGhost);
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effect eNoSpell = EffectSpellFailure(100);
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eNoSpell = SupernaturalEffect(eNoSpell);
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int iPlus;
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for (iPlus = 0; iPlus < iImages; iPlus++)
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{
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object oImage2 = CopyObject(oImage, GetLocation(OBJECT_SELF), OBJECT_INVALID, sImage);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eImage, oImage2);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eNoSpell, oImage2);
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ChangeFaction(oImage2, oImage);
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SetIsTemporaryFriend(OBJECT_SELF, oImage2, FALSE);
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DelayCommand(3.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, oImage2));
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DestroyObject(oImage2, TurnsToSeconds(nDuration)); // they dissapear after a minute per level
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}
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}
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void RemoveExtraImages()
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{
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string sImage1 = "PC_IMAGE"+ObjectToString(OBJECT_SELF)+"mirror";
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string sImage2 = "PC_IMAGE"+ObjectToString(OBJECT_SELF)+"flurry";
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object oCreature = GetFirstObjectInArea(GetArea(OBJECT_SELF));
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while (GetIsObjectValid(oCreature))
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{
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if(GetTag(oCreature) == sImage1 || GetTag(oCreature) == sImage2)
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{
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DestroyObject(oCreature, 0.0);
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}
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oCreature = GetNextObjectInArea(GetArea(OBJECT_SELF));;
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}
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}
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void main2()
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{
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int iLevel = PRCGetCasterLevel(OBJECT_SELF);
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int iAdd = iLevel/3;
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int iImages = d4(1) + iAdd;
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if(iImages >8)
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iImages = 8;
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int nDuration = iLevel;
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//Enter Metamagic conditions
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int nMetaMagic = PRCGetMetaMagicFeat();
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if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND))
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{
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nDuration = nDuration *2; //Duration is +100%
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}
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string sImage = "PC_IMAGE"+ObjectToString(OBJECT_SELF)+"mirror";
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effect eImage = EffectCutsceneParalyze();
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eImage = SupernaturalEffect(eImage);
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effect eGhost = EffectCutsceneGhost();
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eGhost = SupernaturalEffect(eGhost);
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effect eNoSpell = EffectSpellFailure(100);
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eNoSpell = SupernaturalEffect(eNoSpell);
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// make, then clean up, first image and copy it, not the PC for subsequent images
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object oImage = CopyObject(OBJECT_SELF, GetLocation(OBJECT_SELF), OBJECT_INVALID, sImage);
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CleanCopy(oImage);
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// images will have only 1 HP
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int iHP = GetCurrentHitPoints(oImage);
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--iHP;
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effect eDamage = PRCEffectDamage(oImage, iHP); // reduces image to 1 hp
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// these need to be applied to every image
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eImage, oImage);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eNoSpell, oImage);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDamage, oImage);
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if(!GetIsPC(OBJECT_SELF))
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ChangeFaction(oImage, OBJECT_SELF);
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else
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ChangeToStandardFaction(oImage, STANDARD_FACTION_DEFENDER);
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SetIsTemporaryFriend(OBJECT_SELF, oImage, FALSE);
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DelayCommand(3.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, oImage));
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DestroyObject(oImage, TurnsToSeconds(nDuration)); // they dissapear after a minute per level
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--iImages; // made one already
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DelayCommand(0.2, MakeMoreImages(oImage, iImages, nDuration));
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}
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_ILLUSION);
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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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DelayCommand(0.0, RemoveExtraImages());
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DelayCommand(0.1, main2());
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the local integer storing the spellschool name
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}
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