Further file organization
Further file organization
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56
nwn/nwnprc/trunk/spells/sp_daylight.nss
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56
nwn/nwnprc/trunk/spells/sp_daylight.nss
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/////////////////////////////////////////////////////////////////////////////
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// Daylight
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// sp_daylight.nss
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/////////////////////////////////////////////////////////////////////////////
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/**@file Daylight
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Evocation [Light]
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Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3
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Components: V, S
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Casting Time: 1 standard action
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Range: Touch
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Target: Object touched
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Duration: 10 min./level (D)
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Saving Throw: None
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Spell Resistance: No
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The object touched sheds light as bright as full daylight in a 60-foot radius,
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and dim light for an additional 60 feet beyond that. Creatures that take penalties
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in bright light also take them while within the radius of this magical light.
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Despite its name, this spell is not the equivalent of daylight for the purposes
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of creatures that are damaged or destroyed by bright light.
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If daylight is cast on a small object that is then placed inside or under a
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light-proof covering, the spell<6C>s effects are blocked until the covering is removed.
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Daylight brought into an area of magical darkness (or vice versa) is temporarily
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negated, so that the otherwise prevailing light conditions exist in the overlapping
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areas of effect.
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Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
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**/
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#include "prc_alterations"
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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_EVOCATION);
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object oPC = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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effect eAoE = EffectAreaOfEffect(VFX_MOB_DAYLIGHT);
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int nCasterLvl = PRCGetCasterLevel(oPC);
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int nMetaMagic = PRCGetMetaMagicFeat();
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float fDur = (600.0f * nCasterLvl);
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if(nMetaMagic & METAMAGIC_EXTEND)
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{
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fDur += fDur;
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}
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAoE, oTarget, fDur);
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PRCSetSchool();
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}
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