Added "Removed Files" folder
Added "Removed Files" folder in case we needed to review any of them.
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65
_module/_removed files/x0_s0_missstorm1.nss
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65
_module/_removed files/x0_s0_missstorm1.nss
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//::///////////////////////////////////////////////
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//:: Isaacs Lesser Missile Storm
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//:: x0_s0_MissStorm1
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Up to 10 missiles, each doing 1d6 damage to all
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targets in area.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent
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//:: Created On: July 31, 2002
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//:://////////////////////////////////////////////
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//:: Last Updated By:
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#include "X0_I0_SPELLS"
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#include "x2_inc_spellhook"
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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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//Epic Adjustment By Genisys
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//I added a level adjustment to the spell
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int nInt;
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int nDD;
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object oCaster = OBJECT_SELF;
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int nCL = GetCasterLevel(oCaster);
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//If caster level is 9 or higher..
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if(nCL >8)
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{
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int nEL = nCL - 6;
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int nDiv = nEL / 3;
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nInt = nDiv + 6; //6 missles + 1 missle every 3 levels over level 6 caster
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//(16 Max total Missles)
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//end if Level Check
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}
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//If not level 9+, then 6 is the max # of missles / level
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else
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{
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nInt = 6;
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}
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//SpawnScriptDebugger();
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DoMissileStorm(1, nInt, SPELL_ISAACS_LESSER_MISSILE_STORM);
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}
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