Further file organization
Further file organization
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57
nwn/nwnprc/trunk/include/spinc_orb.nss
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57
nwn/nwnprc/trunk/include/spinc_orb.nss
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#include "prc_inc_sp_tch"
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#include "prc_add_spell_dc"
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void DoOrb(effect eVis, effect eFailSave, int nSaveType, int nDamageType, int nSpellID = -1)
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{
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PRCSetSchool(SPELL_SCHOOL_EVOCATION);
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object oTarget = PRCGetSpellTargetObject();
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int nCasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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int nAtk = PRCDoRangedTouchAttack(oTarget, TRUE, OBJECT_SELF);
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if(nAtk)
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{
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int nDice = nCasterLvl;
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if (nDice > 15) nDice = 15;
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int nPenetr = nCasterLvl + SPGetPenetr();
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// Get the spell ID if it was not given.
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if (-1 == nSpellID) nSpellID = PRCGetSpellId();
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// Adjust the damage type of necessary.
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nDamageType = PRCGetElementalDamageType(nDamageType, OBJECT_SELF);
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effect eMissile = EffectVisualEffect(VFX_IMP_MIRV);
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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{
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//Fire cast spell at event for the specified target
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PRCSignalSpellEvent(oTarget, TRUE, nSpellID);
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//Roll damage for each target
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int nDamage = PRCGetMetaMagicDamage(nDamageType, nDice, 6);
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// Acid Sheath adds +1 damage per die to acid descriptor spells
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if (GetHasDescriptor(GetSpellId(), DESCRIPTOR_ACID) && GetHasSpellEffect(SPELL_MESTILS_ACID_SHEATH, OBJECT_SELF))
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nDamage += nDice;
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nDamage += SpellDamagePerDice(OBJECT_SELF, nDice);
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// Apply the damage and the damage visible effect to the target.
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ApplyTouchAttackDamage(OBJECT_SELF, oTarget, nAtk, nDamage, nDamageType);
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PRCBonusDamage(oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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if(PRCGetIsAliveCreature(oTarget))
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{
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// If the target failed it's save then apply the failed save effect as well for 1 round.
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if (!PRCMySavingThrow(nSaveType, oTarget, PRCGetSaveDC(oTarget, OBJECT_SELF)))
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{
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFailSave, oTarget, RoundsToSeconds(1),TRUE,-1,nCasterLvl);
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}
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}
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}
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}
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PRCSetSchool();
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}
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// Test main
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//void main(){}
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