Initial module commit
Initial module commit.
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74
_module/nss/nw_s0_heal.nss
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74
_module/nss/nw_s0_heal.nss
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//::///////////////////////////////////////////////
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//:: Heal
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//:: [NW_S0_Heal.nss]
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//:: Copyright (c) 2000 Bioware Corp.
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//:://////////////////////////////////////////////
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//:: Heals the target to full unless they are undead.
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//:: If undead they reduced to 1d4 HP.
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Jan 12, 2001
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//:: Modified 69MEH69 JUL2003
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//:://////////////////////////////////////////////
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//:: Update Pass By: Preston W, On: Aug 1, 2001
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#include "69_hench_lib"
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#include "NW_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 eKill, eHeal;
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int nDamage, nHeal, nModify, nMetaMagic, nTouch;
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effect eSun = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
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effect eHealVis = EffectVisualEffect(VFX_IMP_HEALING_X);
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string sTag = GetTag(oTarget);
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object oArea = GetArea(oTarget);
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//Check to see if the target is an undead
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if (GetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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{
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if(!GetIsReactionTypeFriendly(oTarget))
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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, SPELL_HEAL));
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//Make a touch attack
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if (TouchAttackMelee(oTarget))
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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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//Roll damage
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nModify = d4();
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nMetaMagic = GetMetaMagicFeat();
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//Make metamagic check
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if (nMetaMagic == METAMAGIC_MAXIMIZE)
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{
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nModify = 1;
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}
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//Figure out the amount of damage to inflict
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nDamage = GetCurrentHitPoints(oTarget) - nModify;
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//Set damage
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eKill = EffectDamage(nDamage, DAMAGE_TYPE_POSITIVE);
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//Apply damage effect and VFX impact
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eKill, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eSun, oTarget);
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}
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}
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}
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}
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else
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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, SPELL_HEAL, FALSE));
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//Figure out how much to heal
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nHeal = GetMaxHitPoints(oTarget);
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//Set the heal effect
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eHeal = EffectHeal(nHeal);
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//Apply the heal effect and the VFX impact
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eHealVis, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget);
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if(GetIsHenchmanDying(oTarget))
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{
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SetLocalInt(oArea, "nCHP" +sTag, 21);
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}
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}
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}
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