Added Dev files / hak
Added hakbuilder program. Added Dev files / hak. Added some notes.
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55
_haks/poa_dev/x0_s2_daze.nss
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55
_haks/poa_dev/x0_s2_daze.nss
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//::///////////////////////////////////////////////
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//:: [Shadow Daze]
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//:: [x0_S2_Daze.nss]
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//:: Copyright (c) 2000 Bioware Corp.
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//:://////////////////////////////////////////////
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//:: Shadow dancer.
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//:: Will save or be dazed for 5 rounds.
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//:: Can only daze humanoid-type creatures
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//:://////////////////////////////////////////////
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//:: Created By: Brent
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//:: Created On: September 23, 2002
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//:://////////////////////////////////////////////
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//:: Update Pass By:
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//:: March 2003: Removed humanoid and level checks to
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//:: make this a more powerful daze
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#include "X0_I0_SPELLS"
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void main()
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{
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//Declare major variables
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object oTarget = GetSpellTargetObject();
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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effect eDaze = EffectDazed();
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = EffectLinkEffects(eMind, eDaze);
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eLink = EffectLinkEffects(eLink, eDur);
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effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S);
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int nMetaMagic = GetMetaMagicFeat();
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int nDuration = 5;
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int nRacial = GetRacialType(oTarget);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, 475));
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//check meta magic for extend
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if (nMetaMagic == METAMAGIC_EXTEND)
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{
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nDuration = 4;
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}
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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{
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//Make SR check
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if (!MyResistSpell(OBJECT_SELF, oTarget))
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{
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//Make Will Save to negate effect
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if (!/*Will Save*/ MySavingThrow(SAVING_THROW_WILL, oTarget, GetSpellSaveDC()+10, SAVING_THROW_TYPE_MIND_SPELLS))
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{
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//Apply VFX Impact and daze effect
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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}
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}
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