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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63
_haks/poa_exp_abilities/nw_s1_mephsalt.nss
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63
_haks/poa_exp_abilities/nw_s1_mephsalt.nss
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//::///////////////////////////////////////////////
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//:: Salt Mephit Breath
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//:: NW_S1_MephSalt
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Salt Mephit shoots out a bolt of corrosive material
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that causes 1d4 damage and reduces AC and Attack by 2
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This should be a cone - Jaysyn
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 11, 2001
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//:://////////////////////////////////////////////
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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 = PRCGetSpellTargetObject();
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int nHD = GetHitDice(oNPC);
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int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC);
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int nDC = 10 +nCONMod+ (nHD/2);
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int nDamage = d4();
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effect eVis = EffectVisualEffect(VFX_IMP_ACID_S);
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effect eBolt, eAttack, eAC;
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_ACID);
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//Make a ranged touch attack
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int nTouch = TouchAttackRanged(oTarget);
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if(nDamage == 0) {nTouch = 0;}
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if(nTouch > 0)
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{
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if(nTouch == 2)
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{
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nDamage *= 2;
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}
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_MEPHIT_SALT_BREATH));
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//Set damage, AC mod and attack mod effects
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eBolt = EffectDamage(nDamage, DAMAGE_TYPE_ACID);
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eAC = EffectACDecrease(2);
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eAttack = EffectAttackDecrease(2);
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effect eLink = EffectLinkEffects(eAttack, eAC);
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eLink = EffectLinkEffects(eLink, eDur);
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(3));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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