Initial upload.
Adding base PRC 4.19a files to repository.
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trunk/spells/nw_s0_elements.nss
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91
trunk/spells/nw_s0_elements.nss
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/*
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nw_s0_elements
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Endure, Resist, Protection from Elements
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By: Flaming_Sword
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Created: Jun 16, 2006
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Modified: Jun 16, 2006
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Consolidation of 3 scripts, cleaned up
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*/
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#include "prc_sp_func"
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//Implements the spell impact, put code here
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// if called in many places, return TRUE if
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// stored charges should be decreased
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// eg. touch attack hits
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//
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// Variables passed may be changed if necessary
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int DoSpell(object oCaster, object oTarget, int nCasterLevel, int nEvent)
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{
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int nSpellID = PRCGetSpellId();
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int nMetaMagic = PRCGetMetaMagicFeat();
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float fDuration = (nSpellID == SPELL_RESIST_ELEMENTS) ? TurnsToSeconds(nCasterLevel) : HoursToSeconds(24);
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int nResistance = 0;
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switch(nSpellID)
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{
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case SPELL_PROTECTION_FROM_ELEMENTS: nResistance += 10;
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case SPELL_RESIST_ELEMENTS: nResistance += 10;
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case SPELL_ENDURE_ELEMENTS: nResistance += 10; break;
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}
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int nAmount = nResistance + 10;
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effect eCold = EffectDamageResistance(DAMAGE_TYPE_COLD, nResistance, nAmount);
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effect eFire = EffectDamageResistance(DAMAGE_TYPE_FIRE, nResistance, nAmount);
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effect eAcid = EffectDamageResistance(DAMAGE_TYPE_ACID, nResistance, nAmount);
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effect eSonic = EffectDamageResistance(DAMAGE_TYPE_SONIC, nResistance, nAmount);
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effect eElec = EffectDamageResistance(DAMAGE_TYPE_ELECTRICAL, nResistance, nAmount);
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effect eDur = EffectVisualEffect(VFX_DUR_PROTECTION_ELEMENTS);
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effect eVis = EffectVisualEffect(VFX_IMP_ELEMENTAL_PROTECTION);
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effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, nSpellID, FALSE));
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//Link Effects
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effect eLink = EffectLinkEffects(eCold, eFire);
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eLink = EffectLinkEffects(eLink, eAcid);
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eLink = EffectLinkEffects(eLink, eSonic);
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eLink = EffectLinkEffects(eLink, eElec);
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eLink = EffectLinkEffects(eLink, eDur);
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eLink = EffectLinkEffects(eLink, eDur2);
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//Enter Metamagic conditions
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if (nMetaMagic & METAMAGIC_EXTEND)
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fDuration *= 2; //Duration is +100%
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PRCRemoveEffectsFromSpell(oTarget, nSpellID);
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//Apply the VFX impact and effects
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDuration,TRUE,-1,nCasterLevel);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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return TRUE; //return TRUE if spell charges should be decremented
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}
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void main()
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{
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object oCaster = OBJECT_SELF;
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int nCasterLevel = PRCGetCasterLevel(oCaster);
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PRCSetSchool(GetSpellSchool(PRCGetSpellId()));
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if (!X2PreSpellCastCode()) return;
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object oTarget = PRCGetSpellTargetObject();
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int nEvent = GetLocalInt(oCaster, PRC_SPELL_EVENT); //use bitwise & to extract flags
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if(!nEvent) //normal cast
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{
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if(GetLocalInt(oCaster, PRC_SPELL_HOLD) && oCaster == oTarget)
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{ //holding the charge, casting spell on self
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SetLocalSpellVariables(oCaster, 1); //change 1 to number of charges
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return;
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}
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DoSpell(oCaster, oTarget, nCasterLevel, nEvent);
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}
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else
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{
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if(nEvent & PRC_SPELL_EVENT_ATTACK)
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{
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if(DoSpell(oCaster, oTarget, nCasterLevel, nEvent))
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DecrementSpellCharges(oCaster);
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}
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}
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PRCSetSchool();
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}
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