Spell & Ability Upgrade
Reorganized hak files & removed duplicates. Added @rafhot's PRC spell & ability level scaling expansion. Further script integration. Full compile.
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99
_haks/poa_exp_abilities/nw_s1_conedisea.nss
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99
_haks/poa_exp_abilities/nw_s1_conedisea.nss
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//::///////////////////////////////////////////////
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//:: Cone: Disease
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//:: NW_S1_ConeDisea
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Creature spits out a cone of disease that cannot
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be avoided unless a Reflex save is made.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 22, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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#include "prc_inc_spells"
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//#include "wm_include"
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void main()
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{
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//if (WildMagicOverride()) { return; }
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//:: Declare major variables
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object oNPC = OBJECT_SELF;
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object oTarget;
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int nHD = GetHitDice(oNPC);
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int nRacial = MyPRCGetRacialType(oNPC);
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int nDisease;
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location lTargetLocation = GetSpellTargetLocation();
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float fDelay;
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effect eCone = EffectDisease(nDisease);
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effect eVis = EffectVisualEffect(VFX_IMP_DISEASE_S);
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//Determine the disease type based on the Racial Type and HD
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switch (nRacial)
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{
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case RACIAL_TYPE_OUTSIDER:
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nDisease = DISEASE_DEMON_FEVER;
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break;
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case RACIAL_TYPE_VERMIN:
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nDisease = DISEASE_VERMIN_MADNESS;
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break;
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case RACIAL_TYPE_UNDEAD:
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if(nHD <= 3)
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{
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nDisease = DISEASE_ZOMBIE_CREEP;
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}
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else if (nHD > 3 && nHD <= 10)
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{
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nDisease = DISEASE_GHOUL_ROT;
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}
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else if(nHD > 10)
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{
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nDisease = DISEASE_MUMMY_ROT;
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}
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default:
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if(nHD <= 3)
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{
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nDisease = DISEASE_MINDFIRE;
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}
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else if (nHD > 3 && nHD <= 10)
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{
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nDisease = DISEASE_RED_ACHE;
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}
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else if(nHD > 10)
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{
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nDisease = DISEASE_SHAKES;
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}
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break;
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}
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oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
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//Get first target in spell area
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while(GetIsObjectValid(oTarget))
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{
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if(!GetIsReactionTypeFriendly(oTarget) && oTarget != 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, SPELLABILITY_CONE_DISEASE));
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//Get the delay time
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fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
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//Apply the VFX impact and effects
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget));
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}
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//Get next target in spell area
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oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE);
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}
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}
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