Further file organization
Further file organization
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32
nwn/nwnprc/trunk/scripts/prc_frostmage.nss
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32
nwn/nwnprc/trunk/scripts/prc_frostmage.nss
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#include "prc_alterations"
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void main()
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{
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int nEvent = GetRunningEvent();
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if(DEBUG) DoDebug("prc_frostmage running, event: " + IntToString(nEvent));
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// Get the PC. This is event-dependent
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object oPC;
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object oSkin = GetPCSkin(oPC);
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switch(nEvent)
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{
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case EVENT_ITEM_ONHIT: oPC = OBJECT_SELF; break;
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case EVENT_ONPLAYEREQUIPITEM: oPC = GetItemLastEquippedBy(); break;
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case EVENT_ONPLAYERUNEQUIPITEM: oPC = GetItemLastUnequippedBy(); break;
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case EVENT_ONHEARTBEAT: oPC = OBJECT_SELF; break;
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default:
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oPC = OBJECT_SELF;
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}
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int nClass = GetLevelByClass(CLASS_TYPE_FROST_MAGE, oPC);
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int nAC = 1;
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if (nClass >= 4) nAC += 1;
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if (nClass >= 7) nAC += 1;
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if (nClass >= 10) nAC += 1;
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//FloatingTextStringOnCreature("Frost Mage Natural Armor "+IntToString(nAC),oPC,FALSE);
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//SetCompositeBonus(oSkin, "FrostMageAC", nAC, AC_NATURAL_BONUS, ITEM_PROPERTY_AC_BONUS);
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//ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectACIncrease(nAC, AC_NATURAL_BONUS), oPC);
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}
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