Further file organization
Further file organization
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66
nwn/nwnprc/trunk/smp/phs_s_insanity.nss
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66
nwn/nwnprc/trunk/smp/phs_s_insanity.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Insanity
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//:: Spell FileName PHS_S_Insanity
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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20M range, Will and SR negates. Mind affecting. Permament confusion effect.
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Remove curse does not remove insanity. Greater restoration, heal, limited
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wish, miracle, or wish can restore the creature.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Supernatural confusion, permament!
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This is deadly :-)
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Anyway, can be removed with some spells.
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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_INSANITY)) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget= GetSpellTargetObject();
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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// Declare effects - Confusion
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effect eVis = EffectVisualEffect(PHS_VFX_IMP_INSANITY);
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effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eConfusion = EffectConfused();
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effect eLink = EffectLinkEffects(eConfusion, eDur);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Make it a supernatural effect
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// - Cannot be dispelled
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// - Cannot be removed VIA sleep
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eLink = SupernaturalEffect(eLink);
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// Check to see if the target is mindless and PvP check
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if(!PHS_SpellsIsMindless(oTarget) &&
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!GetIsReactionTypeFriendly(oTarget))
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{
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// Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_INSANITY);
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// Check spell reistance and immunity
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if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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{
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// Saving throw VS mind and will
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if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_MIND_SPELLS))
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{
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// Apply permament confusion
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PHS_ApplyPermanentAndVFX(oTarget, eVis, eLink);
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}
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}
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}
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}
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