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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64
_haks/poa_exp_abilities/nw_s1_smokeclaw.nss
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64
_haks/poa_exp_abilities/nw_s1_smokeclaw.nss
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//::///////////////////////////////////////////////
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//:: Smoke Claws
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//:: NW_S1_SmokeClaw
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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If a Belker succeeds at a touch attack the
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target breaths in part of the Belker and suffers
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3d4 damage per round until a Fortitude save is
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made.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 23 , 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 = 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 bSave = FALSE;
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effect eVis = EffectVisualEffect(VFX_COM_BLOOD_REG_RED);
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effect eSmoke;
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float fDelay = 0.0;
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//Make a touch attack
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if(TouchAttackMelee(oTarget))
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{
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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//Make a saving throw check
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while (bSave == FALSE)
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{
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//Make a saving throw check
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if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NONE, oNPC, fDelay))
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{
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bSave = TRUE;
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}
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else
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{
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//Set damage
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eSmoke = EffectDamage(d4(3));
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//Apply the VFX impact and effects
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eSmoke, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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//Increment the delay
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fDelay = fDelay + 6.0;
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}
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}
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}
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}
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}
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