Further file organization
Further file organization
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70
nwn/nwnprc/trunk/spells/sp_ring_bldsC.nss
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70
nwn/nwnprc/trunk/spells/sp_ring_bldsC.nss
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//::///////////////////////////////////////////////
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//:: Name Ring of Blades HB
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//:: FileName sp_ring_bldsc.nss
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//:://////////////////////////////////////////////
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/**@file Ring of Blades
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Conjuration (Creation)
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Level: Cleric 3, warmage 3
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Components: V,S, M
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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 min./level
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This spell conjures a horizontal ring
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of swirling metal blades around you.
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The ring extends 5 feet from you, into
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all squares adjacent to your space, and
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it moves with you as you move. Each
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round on your turn, starting when
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you cast the spell, the blades deal 1d6
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points of damage +1 point per caster
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level (maximum +10) to all creatures
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in the affected area.
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The blades conjured by a lawful-aligned
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cleric are cold iron, those conjured by
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a chaotic-aligned cleric are silver, and
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those conjured by a cleric who is neither
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lawful nor chaotic are steel.
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Author: Tenjac
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Created: 7/6/07
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Fixed so it finally worked
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Strat, Mar 7th, 2019
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Yeah, it's been totally non-functional for 12 years.
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Yay for not testing your shit.
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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 (!GetIsObjectValid(GetAreaOfEffectCreator()))
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{
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DestroyObject(OBJECT_SELF);
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return;
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}
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//Declare major variables
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object oShadow = GetAreaOfEffectCreator();
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int nCasterLvl = PRCGetCasterLevel(oShadow);
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//Capture the first target object in the shape.
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object oTarget = GetFirstInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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while(GetIsObjectValid(oTarget))
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oShadow))
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{
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int nDamage = d6() + min(10, nCasterLvl);
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nDamage += SpellDamagePerDice(oShadow, 1);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, DAMAGE_TYPE_SLASHING, nDamage), oTarget);
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}
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//Select the next target within the spell shape.
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oTarget = GetNextInPersistentObject(OBJECT_SELF,OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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