Further file organization
Further file organization
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69
nwn/nwnprc/trunk/smp/xxx_s_jadedcynic.nss
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69
nwn/nwnprc/trunk/smp/xxx_s_jadedcynic.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Jaded Cynicism
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//:: Spell FileName XXX_S_JadedCynic
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Abjuration
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Level: Brd 2
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Components: V
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Casting Time: 1 standard action
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Range: Personal
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Target: Caster
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Duration: 1 minute/level
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Saving Throw: None (Harmless)
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Spell Resistance: No (Harmless)
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Source: Various (Josh_Kablack)
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You draw upon your inner reserves of jaded cynicism and unrealesed angst to
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fortify your resolve against a cruel world unready for one so tragically hip
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as yourself. For the duration of this spell you are immune to Fear effects
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and any spell which requires a fear-based save. One additional effect of
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this spell is usually the annoying announcement of "What-EVER!" to any
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question, or anything not understood.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Immunity to fear, I like the spells description too :-)
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It was "What-EVER!" but Jaded Cynicism is cool. I re-added "What-EVER!" into
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the description.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "SMP_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!SMP_SpellHookCheck(SMP_SPELL_JADED_CYNICISM)) 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 = SMP_GetMetaMagicFeat();
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int nCasterLevel = SMP_GetCasterLevel();
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// 1 minute/level
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float fDuration = SMP_GetDuration(SMP_MINUTES, nCasterLevel, nMetaMagic);
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// Delcare effects
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_MIND);
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effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_POSITIVE);
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effect eImmunity = EffectImmunity(IMMUNITY_TYPE_FEAR);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eDur, eImmunity);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Remove previous castings
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SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_JADED_CYNICISM, oTarget);
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// Signal spell cast at
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_JADED_CYNICISM, FALSE);
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// Apply effects
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SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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