Initial upload.
Adding base PRC 4.19a files to repository.
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95
trunk/spells/nw_s0_rmvfear.nss
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95
trunk/spells/nw_s0_rmvfear.nss
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//::///////////////////////////////////////////////
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//:: Remove Fear
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//:: NW_S0_RmvFear.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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All allies within a 10ft radius have their fear
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effects removed and are granted a +4 Save versus
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future fear effects.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: April 13, 2001
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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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_ABJURATION);
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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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int nMetaMagic = PRCGetMetaMagicFeat();
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int nDuration = 100;
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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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object oTarget;
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effect eFear;
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effect eSave = EffectSavingThrowIncrease(SAVING_THROW_WILL, 4, SAVING_THROW_TYPE_FEAR);
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_POSITIVE);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_HOLY_10);
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int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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effect eLink = EffectLinkEffects(eMind, eSave);
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eLink = EffectLinkEffects(eLink, eDur);
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float fDelay;
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, PRCGetSpellTargetLocation());
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effect eVis = EffectVisualEffect(VFX_IMP_REMOVE_CONDITION);
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//Get first target in the spell area
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, PRCGetSpellTargetLocation());
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while (GetIsObjectValid(oTarget))
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{
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//Only remove the fear effect from the people who are friends.
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if(GetIsFriend(oTarget))
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{
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fDelay = PRCGetRandomDelay();
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_REMOVE_FEAR, FALSE));
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eFear = GetFirstEffect(oTarget);
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//Get the first effect on the current target
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while(GetIsEffectValid(eFear))
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{
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if (GetEffectType(eFear) == EFFECT_TYPE_FRIGHTENED)
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{
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//Remove any fear effects and apply the VFX impact
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RemoveEffect(oTarget, eFear);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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//Get the next effect on the target
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eFear = GetNextEffect(oTarget);
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}
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//Apply the linked effects
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration),TRUE,-1,CasterLvl));
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}
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//Get the next target in the spell area.
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, PRCGetSpellTargetLocation());
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Gets rid of the local int used to store spell school - for the sake of tidiness.
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}
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