Initial upload.
Adding base PRC 4.19a files to repository.
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50
trunk/spells/sp_rain_bloodC.nss
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50
trunk/spells/sp_rain_bloodC.nss
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////////////////////////////////////////////////////
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// Rain of Blood AoE HB
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// sp_rain_bloodC.nss
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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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location lLoc = GetLocation(OBJECT_SELF);
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int nType;
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float fDur = HoursToSeconds(24);
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//Define effects
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effect eBuff = EffectAttackIncrease(1);
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eBuff = EffectLinkEffects(eBuff, EffectDamageIncrease(1));
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eBuff = EffectLinkEffects(eBuff, EffectSavingThrowIncrease(SAVING_THROW_ALL, 1));
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eBuff = EffectLinkEffects(eBuff, EffectVisualEffect(VFX_DUR_SPELLTURNING_R));
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eBuff = SupernaturalEffect(eBuff);
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effect eDebuff = EffectAttackDecrease(1);
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eDebuff = EffectLinkEffects(eDebuff, EffectDamageDecrease(1, DAMAGE_TYPE_BLUDGEONING|DAMAGE_TYPE_PIERCING|DAMAGE_TYPE_SLASHING));
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eDebuff = EffectLinkEffects(eDebuff, EffectSavingThrowDecrease(SAVING_THROW_ALL, 1));
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eDebuff = EffectLinkEffects(eDebuff, EffectVisualEffect(VFX_DUR_SPELLTURNING_R));
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eDebuff = SupernaturalEffect(eDebuff);
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, 500.0f, lLoc, FALSE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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int nType = MyPRCGetRacialType(oTarget);
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if (nType == RACIAL_TYPE_UNDEAD)
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{
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//Apply bonus
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBuff, oTarget, fDur);
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}
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else
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//Apply penalty if alive
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{
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if(nType != RACIAL_TYPE_CONSTRUCT && nType != RACIAL_TYPE_ELEMENTAL)
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{
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDebuff, oTarget, fDur);
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}
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}
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, 500.0f, lLoc, FALSE, OBJECT_TYPE_CREATURE);
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}
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}
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