Further file organization
Further file organization
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nwn/nwnprc/trunk/smp/phs_s_stonetell.nss
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nwn/nwnprc/trunk/smp/phs_s_stonetell.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Stone Tell
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//:: Spell FileName PHS_S_StoneTell
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Divination
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Level: Drd 6
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Components: V, S, DF
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Casting Time: 10 minutes
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Range: Personal
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Target: You
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Duration: 1 min./level
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You gain the ability to speak with stones, which relate to you who or what
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has touched them as well as revealing what is covered or concealed behind
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or under them. The stones relate complete descriptions if asked. A stone<6E>s
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perspective, perception, and knowledge may prevent the stone from providing
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the details you are looking for.
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You can speak with natural or worked stone. Note that not all stone, and
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maybe even none, may respond.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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See Speak with Animals.
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Similar concept, but of course, placables (usable ones) might be affected
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instead.
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Also see: Speak with Plants.
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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_STONE_TELL)) return;
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// Declare Major Variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nCasterLevel = PHS_GetCasterLevel();
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// 1 Min/level
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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// Delcare effects
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Remove previous castings
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_STONE_TELL, oTarget);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_STONE_TELL, FALSE);
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// Apply effects
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PHS_ApplyDurationAndVFX(oTarget, eVis, eCessate, fDuration);
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}
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