Added "Removed Files" folder
Added "Removed Files" folder in case we needed to review any of them.
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_module/_removed files/nw_s0_flmarrow.nss
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_module/_removed files/nw_s0_flmarrow.nss
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//::///////////////////////////////////////////////
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//:: Flame Arrow
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//:: NW_S0_FlmArrow
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Fires a stream of fiery arrows at the selected
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target that do 4d6 damage per arrow. 1 Arrow
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per 4 levels is created.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Sept 20, 2001
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//:: Updated By: Georg Zoeller, Aug 18 2003: Uncapped
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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#include "x2_inc_spellhook"
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#include "epicdc_inc"
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void main()
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{
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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//Declare major variables ( fDist / (3.0f * log( fDist ) + 2.0f) )
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object oTarget = GetSpellTargetObject();
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int nCasterLvl = GetCasterLevel(OBJECT_SELF);
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int nDamage = 0;
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int nMetaMagic = GetMetaMagicFeat();
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int nCnt;
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effect eMissile;
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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int nMissiles = (nCasterLvl)/4;
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float fDist = GetDistanceBetween(OBJECT_SELF, oTarget);
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float fDelay = fDist/(3.0 * log(fDist) + 2.0);
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//Limit missiles to five
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if(nMissiles == 0)
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{
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nMissiles = 1;
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}
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/* Uncapped because PHB does list any cap and we now got epic levels
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else if (nMissiles > 5)
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{
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nMissiles = 5;
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}*/
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FLAME_ARROW));
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//Apply a single damage hit for each missile instead of as a single mass
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//Make SR Check
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for (nCnt = 1; nCnt <= nMissiles; nCnt++)
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{
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if(!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
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{
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//Roll damage
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int nDam = d6(3) + 8;
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//Enter Metamagic conditions
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if (nMetaMagic == METAMAGIC_MAXIMIZE)
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{
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nDam = 26;//Damage is at max
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}
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if (nMetaMagic == METAMAGIC_EMPOWER)
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{
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nDam = nDam + nDam/2; //Damage/Healing is +50%
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}
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nDam = GetReflexAdjustedDamage(nDam, oTarget, GetEpicSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
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//Set damage effect
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effect eDam = EffectDamage(nDam, DAMAGE_TYPE_FIRE);
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//Apply the MIRV and damage effect
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget));
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}
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// * May 2003: Make it so the arrow always appears, even if resisted
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eMissile = EffectVisualEffect(VFX_IMP_MIRV_FLAME);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget);
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}
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}
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}
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