Initial upload.
Adding base PRC 4.19a files to repository.
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147
trunk/spells/nw_s0_sunbeam.nss
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147
trunk/spells/nw_s0_sunbeam.nss
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//::///////////////////////////////////////////////
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//:: Sunbeam
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//:: s_Sunbeam.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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//:: All creatures in the beam are struck blind and suffer 4d6 points of damage. (A successful
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//:: Reflex save negates the blindness and reduces the damage by half.) Creatures to whom sunlight
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//:: is harmful or unnatural suffer double damage.
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//::
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//:: Undead creatures caught within the ray are dealt 1d6 points of damage per caster level
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//:: (maximum 20d6), or half damage if a Reflex save is successful. In addition, the ray results in
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//:: the total destruction of undead creatures specifically affected by sunlight if they fail their saves.
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//:://////////////////////////////////////////////
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//:: Created By: Keith Soleski
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//:: Created On: Feb 22, 2001
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//:://////////////////////////////////////////////
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//:: Last Modified By: Keith Soleski, On: March 21, 2001
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//:: VFX Pass By: Preston W, On: June 25, 2001
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//:: modified by mr_bumpkin Dec 4, 2003
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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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_EVOCATION);
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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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//Declare major variables
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int nMetaMagic = PRCGetMetaMagicFeat();
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effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
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effect eVis2 = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
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effect eStrike = EffectVisualEffect(VFX_FNF_SUNBEAM);
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effect eDam;
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effect eBlind = EffectBlindness();
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = EffectLinkEffects(eBlind, eDur);
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int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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int nDamage;
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int nOrgDam;
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int nMax;
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float fDelay;
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int nBlindLength = 3;
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int nPenetr = CasterLvl + SPGetPenetr();
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eStrike, PRCGetSpellTargetLocation());
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//Get the first target in the spell area
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, PRCGetSpellTargetLocation());
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while(GetIsObjectValid(oTarget))
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{
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int nCasterLevel= CasterLvl;
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//Limit caster level
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if (nCasterLevel > 20)
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{
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nCasterLevel = 20;
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}
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// Make a faction check
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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{
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fDelay = PRCGetRandomDelay(1.0, 2.0);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SUNBEAM));
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//Make an SR check
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if ( ! PRCDoResistSpell(OBJECT_SELF, oTarget,nPenetr, 1.0))
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{
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//Check if the target is an undead
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if (MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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{
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//Roll damage and save
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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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//Roll damage and save
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nDamage = d6(3);
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nOrgDam = nDamage;
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nMax = 6;
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nCasterLevel = 3;
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//Get the adjusted damage due to Reflex Save, Evasion or Improved Evasion
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}
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//Do 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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nDamage += SpellDamagePerDice(OBJECT_SELF, nCasterLevel);
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int nDC = PRCGetSaveDC(oTarget,OBJECT_SELF);
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//Check that a reflex save was made.
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if(PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, (nDC), SAVING_THROW_TYPE_DIVINE, OBJECT_SELF, 1.0) == 0)
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{
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DelayCommand(1.0, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nBlindLength),TRUE,-1,CasterLvl));
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}
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else
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{
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, 0, SAVING_THROW_TYPE_DIVINE);
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}
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//Set damage effect
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eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_DIVINE);
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if(nDamage > 0)
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{
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//Apply the damage effect and VFX impact
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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PRCBonusDamage(oTarget);
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}
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}
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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_COLOSSAL, PRCGetSpellTargetLocation());
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the integer used to hold the spells spell school
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}
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