Initial upload.
Adding base PRC 4.19a files to repository.
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171
trunk/spells/x0_s0_bigby5.nss
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171
trunk/spells/x0_s0_bigby5.nss
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//::///////////////////////////////////////////////
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//:: Bigby's Crushing Hand
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//:: [x0_s0_bigby5]
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//:: Copyright (c) 2002 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Similar to Bigby's Grasping Hand.
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If Grapple succesful then will hold the opponent and do 2d6 + 12 points
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of damage EACH round for 1 round/level
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// Mark B's famous advice:
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// Note: if the target is dead during one of these second-long heartbeats,
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// the DelayCommand doesn't get run again, and the whole package goes away.
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// Do NOT attempt to put more than two parameters on the delay command. They
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// may all end up on the stack, and that's all bad. 60 x 2 = 120.
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*/
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//
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// Altered to calculate grapple check correctly per pnp rules.
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//
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//:://////////////////////////////////////////////
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//:: Created By: Brent
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//:: Created On: September 7, 2002
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//:://////////////////////////////////////////////
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//:: VFX Pass By:
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//:: altered by mr_bumpkin Dec 4, 2003 for prc stuff
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#include "prc_inc_combmove"
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int nSpellID = 463;
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void RunHandImpact(object oTarget, object oCaster)
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{
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//--------------------------------------------------------------------------
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// Check if the spell has expired (check also removes effects)
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//--------------------------------------------------------------------------
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if (PRCGetDelayedSpellEffectsExpired(nSpellID,oTarget,oCaster))
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{
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return;
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}
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int nDam = PRCMaximizeOrEmpower(6,2,PRCGetMetaMagicFeat(), 12);
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nDam += SpellDamagePerDice(oCaster, 2);
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//nDam += ApplySpellBetrayalStrikeDamage(oTarget, OBJECT_SELF);
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effect eDam = PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_BLUDGEONING);
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effect eVis = EffectVisualEffect(VFX_IMP_ACID_L);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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PRCBonusDamage(oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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DelayCommand(6.0f,RunHandImpact(oTarget,oCaster));
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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_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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object oTarget = PRCGetSpellTargetObject();
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//--------------------------------------------------------------------------
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// This spell no longer stacks. If there is one hand, that's enough
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//--------------------------------------------------------------------------
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if (GetHasSpellEffect(nSpellID,oTarget) || GetHasSpellEffect(462,oTarget) )
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{
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FloatingTextStrRefOnCreature(100775,OBJECT_SELF,FALSE);
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return;
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}
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int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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int nDuration = CasterLvl;
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int nClassType = PRCGetLastSpellCastClass();
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int nAbilityModifier = (GetAbilityScoreForClass(nClassType, OBJECT_SELF) -10)/2;
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int nMetaMagic = PRCGetMetaMagicFeat();
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//Check for metamagic extend
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if ((nMetaMagic & METAMAGIC_EXTEND)) //Duration is +100%
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{
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nDuration = nDuration * 2;
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}
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_BIGBYS_CRUSHING_HAND, TRUE));
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//SR
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if(!PRCDoResistSpell(OBJECT_SELF, oTarget,CasterLvl+ SPGetPenetr()))
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{
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int nCasterRoll = d20(1)
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+ nAbilityModifier
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+ CasterLvl + 12 + -1;
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int nTargetRoll = GetAC(oTarget);
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// Give the caster feedback about the grapple check if he is a PC.
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if (GetIsPC(OBJECT_SELF))
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{
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SendMessageToPC(OBJECT_SELF, nCasterRoll >= nTargetRoll ?
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"Bigby's Crushing Hand hit" : "Bigby's Grasping Hand missed");
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}
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// * grapple HIT succesful,
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if (nCasterRoll >= nTargetRoll)
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{
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// * now must make a GRAPPLE check
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// * hold target for duration of spell
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nCasterRoll = d20(1) + nAbilityModifier
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+CasterLvl + 12 + 4;
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int nGrapple = _DoGrappleCheck(OBJECT_INVALID, oTarget, nCasterRoll);
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// Give the caster feedback about the grapple check if he is a PC.
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if (GetIsPC(OBJECT_SELF))
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{
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string suffix = nCasterRoll >= nTargetRoll ? ", success" : ", failure";
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SendMessageToPC(OBJECT_SELF, "Grapple check " + IntToString(nCasterRoll) +
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" vs. " + IntToString(nTargetRoll) + suffix);
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}
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if (nGrapple)
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{
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effect eKnockdown = EffectParalyze();
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// creatures immune to paralzation are still prevented from moving
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if (GetIsImmune(oTarget, EFFECT_TYPE_PARALYZE) == FALSE)
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eKnockdown = EffectCutsceneImmobilize();
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effect eHand = EffectVisualEffect(VFX_DUR_BIGBYS_CRUSHING_HAND);
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effect eLink = EffectLinkEffects(eKnockdown, eHand);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY,
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eLink, oTarget,
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RoundsToSeconds(nDuration),TRUE,-1,CasterLvl);
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object oSelf = OBJECT_SELF;
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RunHandImpact(oTarget, oSelf);
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FloatingTextStrRefOnCreature(2478, OBJECT_SELF);
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}
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else
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{
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FloatingTextStrRefOnCreature(83309, OBJECT_SELF);
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}
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}
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}
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Erasing the variable used to store the spell's spell school
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}
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