Further file organization
Further file organization
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64
nwn/nwnprc/trunk/smp/xxx_s_wolfskin.nss
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64
nwn/nwnprc/trunk/smp/xxx_s_wolfskin.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Wolfskin
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//:: Spell FileName XXX_S_Wolfskin
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation
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Level: Drd 2, Rgr 3
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Components: V, S, F
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Casting Time: 1 standard action
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Range: Personal
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Target: You
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Duration: 1 minute/level (D)
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Saving Throw: None
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Spell Resistance: No (harmless)
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Source: Various (WotC)
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You take the shape of a normal wolf as if you had the wild shape ability of
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a 5th-level druid.
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Focus: The skin of a wolf, dire wolf, werewolf, worg, or winter wolf. The
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skin melds with your body while the spell is in effect, and it returns to
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normal when you assume your own shape.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Can even use Bioware's own defined Wolf for the Wild Shape ability for this,
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which is nice.
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It is not instant - it can still be dispelled normally, well, I interpert
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it that way.
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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_WOLFSKIN)) return;
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// Check focus component - Wolf Skin
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if(!SMP_ComponentFocusItem(SMP_ITEM_WOLFSKIN, "Wolfskin", "Wolfskin")) 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 nCasterLevel = SMP_GetCasterLevel();
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int nMetaMagic = SMP_GetMetaMagicFeat();
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// Get duration - 1 minute/level
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float fDuration = SMP_GetDuration(SMP_MINUTES, nCasterLevel, nMetaMagic);
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// Declare effects
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effect eVis = EffectVisualEffect(VFX_IMP_POLYMORPH);
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effect eWolf = EffectPolymorph(POLYMORPH_TYPE_WOLF);// * Same as from nw_s2_wildshape
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// Signal Spell cast at
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_WOLFSKIN, FALSE);
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// Apply polymorph
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SMP_ApplyPolymorphDurationAndVFX(oTarget, eVis, eWolf, fDuration);
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}
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