Further file organization
Further file organization
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86
nwn/nwnprc/trunk/smp/phs_s_coneofcold.nss
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86
nwn/nwnprc/trunk/smp/phs_s_coneofcold.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Cone of Cold
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//:: Spell FileName PHS_S_ConeofCold
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Evocation [Cold]
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Level: Sor/Wiz 5, Water 6
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Components: V, S, M/DF
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Casting Time: 1 standard action
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Range: 10M.
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Area: Cone-shaped burst
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Duration: Instantaneous
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Saving Throw: Reflex half
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Spell Resistance: Yes
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Cone of cold creates an area of extreme cold, originating at your hand and
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extending outward in a cone. It drains heat, dealing 1d6 points of cold damage
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per caster level (maximum 15d6).
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Arcane Material Component: A very small crystal or glass cone.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As above :-)
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell hook check
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if(!PHS_SpellHookCheck(PHS_SPELL_CONE_OF_COLD)) return;
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// Delcare major variables
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object oCaster = OBJECT_SELF;
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object oTarget;
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location lTarget = GetSpellTargetLocation();
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int nCasterLevel = PHS_GetCasterLevel();
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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float fDelay;
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int nDam;
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// Maximum of 15d6 damage
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int nDice = PHS_LimitInteger(nCasterLevel, 15);
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// Declare effects
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effect eVis = EffectVisualEffect(VFX_IMP_FROST_L);
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// Cycle through all objects in the 20M cone.
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oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 20.0, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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while(GetIsObjectValid(oTarget))
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{
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// PvP check
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if(!GetIsReactionTypeFriendly(oTarget) &&
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// Make sure they are not immune to spells
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!PHS_TotalSpellImmunity(oTarget))
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{
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// Signal event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_CONE_OF_COLD);
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// Get delay
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fDelay = GetDistanceToObject(oTarget)/20;
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// Spell resistance check
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if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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{
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// Damage in d6's
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nDam = PHS_MaximizeOrEmpower(6, nDice, nMetaMagic);
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// Saving throw (Reflex) VS cold for changes to nDam
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nDam = PHS_GetAdjustedDamage(SAVING_THROW_REFLEX, nDam, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_COLD, oCaster, fDelay);
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// Any damamge? Apply with VFX
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if(nDam > 0)
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{
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DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_COLD));
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}
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}
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}
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oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 20.0, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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