Further file organization
Further file organization
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123
nwn/nwnprc/trunk/spells/sp_seeking_ray.nss
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123
nwn/nwnprc/trunk/spells/sp_seeking_ray.nss
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//::///////////////////////////////////////////////
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//:: Name Seeking Ray
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//:: FileName sp_seeking_ray.nss
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//:://////////////////////////////////////////////
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/**@file Seeking Ray
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Evocation
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Level: Duskblade 2, sorcerer/wizard 2
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Components: V,S
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Casting Time: 1 standard action
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Range: Medium
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Effect: Ray
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Duration: Instantaneous; see text
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Saving Throw: None
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Spell Resistance: Yes
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You create a ray that deals 4d6 points of electricity
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damage if it strikes your target. While this ray
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requires a ranged touch attack to strike an opponent,
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it ignores concealment and cover (but not total
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concealment or total cover), and it does not take the
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standard penalty for firing into melee.
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In addition to the damage it deals, the ray creates a
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link of energy between you and the subject. If this
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ray struck the target and dealt damage, you gain a +4
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bonus on attacks you make with ray spells (including
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another casting of this one, if desired) against the
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subject for 1 round per caster level. If you cast
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seeking ray a second time on a creature that is still
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linked to you from a previous casting, the duration
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of the new link overlaps (does not stack with) the
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remaining duration of the previous one.
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**/
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//////////////////////////////////////////////////////
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// Author: Tenjac
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// Date: 26.9.06
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//////////////////////////////////////////////////////
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#include "prc_inc_sp_tch"
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#include "prc_sp_func"
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#include "prc_add_spell_dc"
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//Implements the spell impact, put code here
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// if called in many places, return TRUE if
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// stored charges should be decreased
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// eg. touch attack hits
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//
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// Variables passed may be changed if necessary
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int DoSpell(object oCaster, object oTarget, int nCasterLevel, int nEvent)
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{
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nSaveDC = PRCGetSaveDC(oTarget, oCaster);
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int nPenetr = nCasterLevel + SPGetPenetr();
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float fDur = RoundsToSeconds(nCasterLevel);
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//INSERT SPELL CODE HERE
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int iAttackRoll = 0; //placeholder
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iAttackRoll = PRCDoRangedTouchAttack(oTarget);
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//Beam VFX. Ornedan is my hero.
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(VFX_BEAM_LIGHTNING, oCaster, BODY_NODE_HAND, !iAttackRoll), oTarget, 1.0f);
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if (iAttackRoll > 0)
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{
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if(!PRCDoResistSpell(OBJECT_SELF, oTarget, nCasterLevel + SPGetPenetr()))
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{
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//Touch attack code goes here
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int nDam = d6(4);
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if(nMetaMagic & METAMAGIC_MAXIMIZE)
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{
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nDam = 24;
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}
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if(nMetaMagic & METAMAGIC_EMPOWER)
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{
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nDam += (nDam/2);
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}
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nDam += SpellDamagePerDice(oCaster, 4);
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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_INSTANT, PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_ELECTRICAL), oTarget);
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//Apply VFX for duration to enable "seeking" - add code to prc_inc_sp_touch!
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE), oTarget, fDur);
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}
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}
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return iAttackRoll; //return TRUE if spell charges should be decremented
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}
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void main()
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{
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object oCaster = OBJECT_SELF;
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int nCasterLevel = PRCGetCasterLevel(oCaster);
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PRCSetSchool(SPELL_SCHOOL_EVOCATION);
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if (!X2PreSpellCastCode()) return;
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object oTarget = PRCGetSpellTargetObject();
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int nEvent = GetLocalInt(oCaster, PRC_SPELL_EVENT); //use bitwise & to extract flags
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if(!nEvent) //normal cast
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{
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if(GetLocalInt(oCaster, PRC_SPELL_HOLD) && oCaster == oTarget)
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{ //holding the charge, casting spell on self
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SetLocalSpellVariables(oCaster, 1); //change 1 to number of charges
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return;
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}
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DoSpell(oCaster, oTarget, nCasterLevel, nEvent);
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}
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else
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{
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if(nEvent & PRC_SPELL_EVENT_ATTACK)
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{
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if(DoSpell(oCaster, oTarget, nCasterLevel, nEvent))
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DecrementSpellCharges(oCaster);
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}
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}
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PRCSetSchool();
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}
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