Added "Removed Files" folder
Added "Removed Files" folder in case we needed to review any of them.
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80
_module/_removed files/nw_s0_implosion.nss
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80
_module/_removed files/nw_s0_implosion.nss
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//::///////////////////////////////////////////////
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//:: Implosion
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//:: NW_S0_Implosion.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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All persons within a 5ft radius of the spell must
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save at +3 DC or die.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: April 13, 2001
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//:://////////////////////////////////////////////
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#include "X0_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
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object oTarget;
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effect eDeath = EffectDeath(TRUE);
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effect eEffect;
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int nCasterLvl = GetCasterLevel(OBJECT_SELF);
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int nMult = d6(1);
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int nTotalDmg = nMult * nCasterLvl;
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eDeath = SupernaturalEffect(eDeath);
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effect eImplode= EffectVisualEffect(VFX_FNF_IMPLOSION);
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float fDelay;
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//Apply the implose effect
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImplode, GetSpellTargetLocation());
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//Get the first target in the shape
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, GetSpellTargetLocation());
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while (GetIsObjectValid(oTarget))
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{
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if (oTarget != OBJECT_SELF && spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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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_IMPLOSION));
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fDelay = GetRandomDelay(0.4, 1.2);
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//Make SR check
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if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
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{
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//Make Reflex save
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if(!MySavingThrow(SAVING_THROW_FORT, oTarget, GetEpicSpellSaveDC(), SAVING_THROW_TYPE_DEATH, OBJECT_SELF, fDelay))
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{
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//Apply death effect and the VFX impact
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget));
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}
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//Apply Damage If spell is not resisted by magic...
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eEffect = EffectDamage(nTotalDmg, DAMAGE_TYPE_DIVINE, DAMAGE_POWER_ENERGY);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget, 0.0f);
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}
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}
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//Get next target in the shape
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, GetSpellTargetLocation());
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}
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}
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