Further file organization
Further file organization
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44
nwn/nwnprc/trunk/scripts/prc_dracmars_tgl.nss
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44
nwn/nwnprc/trunk/scripts/prc_dracmars_tgl.nss
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//::///////////////////////////////////////////////
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//:: Draconic Aura Toggle - Marshal Auras
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//:: prc_dracmars_tgl.nss
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//::///////////////////////////////////////////////
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/*
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Toggles draconic auras gained as Major Auras.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: xwarren
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//:: Created On: Apr 2, 2011
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//:://////////////////////////////////////////////
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#include "prc_alterations"
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void main()
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{
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object oPC = OBJECT_SELF;
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int nSpellID = GetSpellId();
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int nAuraID, iElement;
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switch(nSpellID)
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{
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case SPELL_MARSHAL_AURA_PRESENCE: nAuraID = SPELL_DRACONIC_AURA_PRESENCE; break;
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case SPELL_MARSHAL_AURA_TOUGHNESS: nAuraID = SPELL_DRACONIC_AURA_TOUGHNESS; break;
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case SPELL_MARSHAL_AURA_SENSES: nAuraID = SPELL_DRACONIC_AURA_SENSES; break;
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case SPELL_MARSHAL_AURA_INSIGHT: nAuraID = SPELL_DRACONIC_AURA_INSIGHT; break;
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case SPELL_MARSHAL_AURA_RESOLVE: nAuraID = SPELL_DRACONIC_AURA_RESOLVE; break;
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case SPELL_MARSHAL_AURA_STAMINA: nAuraID = SPELL_DRACONIC_AURA_STAMINA; break;
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case SPELL_MARSHAL_AURA_SWIFTNESS: nAuraID = SPELL_DRACONIC_AURA_SWIFTNESS; break;
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case SPELL_MARSHAL_AURA_RESISTACID: nAuraID = SPELL_DRACONIC_AURA_RESISTANCE; iElement = DAMAGE_TYPE_ACID; break;
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case SPELL_MARSHAL_AURA_RESISTCOLD: nAuraID = SPELL_DRACONIC_AURA_RESISTANCE; iElement = DAMAGE_TYPE_COLD; break;
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case SPELL_MARSHAL_AURA_RESISTELEC: nAuraID = SPELL_DRACONIC_AURA_RESISTANCE; iElement = DAMAGE_TYPE_ELECTRICAL; break;
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case SPELL_MARSHAL_AURA_RESISTFIRE: nAuraID = SPELL_DRACONIC_AURA_RESISTANCE; iElement = DAMAGE_TYPE_FIRE; break;
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case SPELL_MARSHAL_AURA_MAGICPOWER: nAuraID = SPELL_DRACONIC_AURA_MAGICPOWER; break;
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case SPELL_MARSHAL_AURA_ENERGYACID: nAuraID = SPELL_DRACONIC_AURA_ENERGY; iElement = DAMAGE_TYPE_ACID; break;
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case SPELL_MARSHAL_AURA_ENERGYCOLD: nAuraID = SPELL_DRACONIC_AURA_ENERGY; iElement = DAMAGE_TYPE_COLD; break;
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case SPELL_MARSHAL_AURA_ENERGYELEC: nAuraID = SPELL_DRACONIC_AURA_ENERGY; iElement = DAMAGE_TYPE_ELECTRICAL; break;
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case SPELL_MARSHAL_AURA_ENERGYFIRE: nAuraID = SPELL_DRACONIC_AURA_ENERGY; iElement = DAMAGE_TYPE_FIRE; break;
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}
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if(iElement)
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SetLocalInt(oPC, "DraconicAuraElement", iElement);
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ActionCastSpellAtObject(nAuraID, oPC, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
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}
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