Further file organization
Further file organization
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70
nwn/nwnprc/trunk/spells/sp_blnd_glory.nss
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70
nwn/nwnprc/trunk/spells/sp_blnd_glory.nss
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//::///////////////////////////////////////////////
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//:: Name Blinding Glory
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//:: FileName sp_blnd_glory.nss
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//:://////////////////////////////////////////////
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/**@file Blinding Glory
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Conjuration (Creation) [Good]
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Level: Glory 9, Sor/Wiz 9
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Components: V, S, M/DF
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Casting Time: 1 hour
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Range: Close (25 ft. + 5 ft./2 levels)
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Area: 100-ft./level radius spread, centered on you
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Duration: 1 hour/level
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Saving Throw: None
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Spell Resistance: No
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A brilliant radiance spreads from you, brightly
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illuminating the area. The light is similar to that
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created by the daylight spell, but no magical
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darkness counters or dispels it. Furthermore,
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evil-aligned creatures are blinded within this light.
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Blinding glory brought into an area of magical
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darkness (or vice versa), including an utterdark
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spell, is temporarily negated, so that the otherwise
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prevailing light conditions exist in the overlapping
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areas of effect.
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Arcane Material Component: A polished rod of pure
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silver.
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Author: Tenjac
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Created: 6/13/06
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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if (!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_CONJURATION);
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object oPC = OBJECT_SELF;
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int nCasterLvl = PRCGetCasterLevel(oPC);
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effect eAOE = EffectAreaOfEffect(AOE_PER_BLNDGLORY);
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float fDuration = HoursToSeconds(nCasterLvl);
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int nMetaMagic = PRCGetMetaMagicFeat();
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effect eVis = EffectVisualEffect(VFX_FNF_SUNBEAM);
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effect eDur = EffectVisualEffect(VFX_DUR_PROTECTION_GOOD_MAJOR);
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//Check Extend metamagic feat.
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if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND))
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{
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fDuration = fDuration *2; //Duration is +100%
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}
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, oPC, fDuration, TRUE, SPELL_BLINDING_GLORY, -1);
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//Create an instance of the AOE Object using the Apply Effect function
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, oPC, fDuration, TRUE, SPELL_BLINDING_GLORY, nCasterLvl);
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//SPGoodShift(oPC);
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PRCSetSchool();
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}
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