Updated to PRC8. Further function integration. Fixed NPC onDeath script. Full compile. Updated release archive.
1650 lines
32 KiB
Plaintext
1650 lines
32 KiB
Plaintext
////////////////////////////////////////////
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///Created by Genisys / Guile
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// Created on: 6/12/08
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// Updated On: 4/23/09
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////////////////////////////////////////////
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/*
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I created this base spellhooking script to give builders a resource for
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a quality spell hook script which will include quite a few options for
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all spells cast, and a variety of options for scripters. NOTE: At the
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bottom of this script are examples codes you can use to modify a particular
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spell to your likings, the codes are there for fast use and a referrence
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on how to utilize this system. I tried to comment this script the best I
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could to ensure nobody got confused when reading the code below..
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//NOTE: Configuration Settings are in the script "spellfunc_inc"
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To ensure there were no conflicts or errors between nw_i0_spells and this
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script (and the include attached) I changed names of int / floats / strings
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to make sure that no errors kicked out, if you find an error within nw_i0_spells
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it's because you changed something here which is most likely used there..
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(Simply change the name of your int / float / or string to correct this.)
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(IMPORTANT, DO NOT SAVE nw_i0_spells script ever!, if you do delete it!)
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The best part about this system is, even with updates to your main game
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this script will still work normally!! If you edit a particular spell script
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then it might be changed when you update nwn to a new version.. ie. 1.69 etc.
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NOTE: This script requires intermediate to advanced scripting skills to edit
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properly, if you want to edit it, but aren't a good scripter, you may want
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to save it under a different name and keep this script as a reference! All you
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will need to do is change the string on the module variable (edit/mod properties
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advanced tab), change the string myhook to the name of your script.
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// */
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////////////////IMPORTANT PLEASE READ/////////////////////////////
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/*
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//If you do NOT want to run the original spell script simply place
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//the function below within the case statement {} of the spell you do
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//not wish to allow to execute (ie. the spell does only what you script here!)
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SetModuleOverrideSpellScriptFinished();
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// */
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///////////////////////////////////////////////////////////////////
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// NO CASTING AREAS //////// OPTIONAL SETTING/////////////////////
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/*
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If you wish to dissallow casting of any spell (even from items) in a particular
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area, simply open up the area, click edit at the top / then area properties,
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select the advanced tab, select the variable button [...], then add the
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the following int to the area.. (as shown below..)
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Name: NOCAST Type: Int Value: 2
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Then click add.. and your done! (Make sure the int is there at the top!)
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Open up the No Casting Area and edit the area to see how it's set up properly.
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*/
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///////////////////////////////////////////////////////////////////////////
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//Do not delete any of these includes! (They are vital for this script)
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#include "x2_inc_switches"
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#include "nw_i0_spells"
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#include "check_host_spell"
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#include "prc_inc_spells"
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//See this script to learn premade functions to use in this script
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//Those functions save you time as this script is rather long!
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//Also you can configure important settings to this script in that script!
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//#include "spellfunc_inc"
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///////////////////////////////////////////////////////////////////////////////
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//Main Script..
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void main()
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{
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//First check who the caster is!
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object oCaster = OBJECT_SELF;
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//This doesn't run on DMs or NPCs!
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if(GetIsDM(oCaster) || !GetIsPC(oCaster))
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{ return; }
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//Declare Major Variables;
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int nSpell=PRCGetSpellId();
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int nNonHostile = GetIsNonHostileSpell(nSpell);
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int nNonHostileItem;
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int nCastLevel = GetCasterLevel(OBJECT_SELF);
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int zInt;
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object sTarget = PRCGetSpellTargetObject();
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object sItem = PRCGetSpellCastItem();
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object oArea = GetArea(oCaster);
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int nJail = GetLocalInt(oArea, "JAIL");
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int nPVP = GetLocalInt(oArea, "PVP");
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location sLocation = PRCGetSpellTargetLocation();
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int sClass = GetLastSpellCastClass();
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string sTN = GetTag(sItem);
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int nType;
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int a;
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//Manual override...
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if(GetLocalInt(oCaster, "OVERRIDE_SPELL")==1)
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{
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//Stop them cold!
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AssignCommand(oCaster, ClearAllActions());
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//Though the player may show animation, nothing happens! :)
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SetModuleOverrideSpellScriptFinished();
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FloatingTextStringOnCreature("That item is too powerful for you to use!", oCaster, FALSE);
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return;
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}
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//Let's get the area of the PC
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//string cArea = GetTag(GetArea(oCaster));
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//This is here to dissallow the script to run if it's not a PC casting spells
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//ie. monsters don't get to use the changed effects, only PCs, though if you
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//this script to run always no matter who is casting simply type // before if
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//to comment out the line below..
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if(!GetIsPC(OBJECT_SELF) || GetIsDM(OBJECT_SELF) || GetIsDMPossessed(OBJECT_SELF))
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{return;} //Stop the script here..
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///////////////////////////////////////////////////////////////////////////////
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//Handle Jail...
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//NOTHING WORK IN JAIL!!!
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if(nJail==1)
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{
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//If it's an item!
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if(sItem!=OBJECT_INVALID)
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{
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AssignCommand(oCaster, ClearAllActions());
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//Though the player may show animation, nothing happens! :)
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SetModuleOverrideSpellScriptFinished();
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return;
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}
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//Otherwise stop the spell COLD!
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else
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{
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AssignCommand(oCaster, ClearAllActions());
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//Though the player may show animation, nothing happens! :)
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SetModuleOverrideSpellScriptFinished();
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return;
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}
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}
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//////////////////No Spells Allowed In Area///////////////////////////////////
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//If the PC is in a no casting area, no spell will be cast (even from items!)
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//To set up see the above outline
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if(GetLocalInt(GetArea(OBJECT_SELF), "NOCAST")==2)
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{
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a = 0;
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//If the spell IS Hostile then don't stop the spell!
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//Note this code allows the rest of the spell hook to run on the
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//non-hostile spell being cast (in town!)
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if(nNonHostile!=1)
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{
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a = 1;
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}
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if(a==1)
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{
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//If using a special power or spell from an item...
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//If it's not the listed special item..
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//& it is in fact a valid object!
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if(sItem!=OBJECT_INVALID && sTN != "ammo_maker" &&
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sTN != "namingtool" && sTN != "colorwand")
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{
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nType = GetBaseItemType(PRCGetSpellCastItem());
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if(nType != BASE_ITEM_POTIONS &&
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nType != BASE_ITEM_ENCHANTED_POTION)
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{
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AssignCommand(oCaster, ClearAllActions());
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//Though the player may show animation, nothing happens! :)
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SetModuleOverrideSpellScriptFinished();
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FloatingTextStringOnCreature("All spells fizzle in town.", oCaster);
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return;
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}
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}
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//Make them stop what they are doing instantly!
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AssignCommand(oCaster, ClearAllActions());
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//Though the player may show animation, nothing happens! :)
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SetModuleOverrideSpellScriptFinished();
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FloatingTextStringOnCreature("You cannot cast that spell in this area.", oCaster);
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return;
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}
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}
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///////////////Handling Spells Cast From Items/////////////////////////////////
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//This is what will happen if the spell was cast from an item..
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if(PRCGetSpellCastItem()!=OBJECT_INVALID)
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{
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//If the PC uses an item on a PC, and it's one of the following spells
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//Then the spell will not work on the PC, note you can add other effects
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//like if you don't like the spell level restriction of a spell on an item
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//you could add aditional changes to the spell here to boost power. Or, if you
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//don't like some aspect of a spell and don't want players abusing it, you could
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//modify the spell here to run your edited version instead. (copy/paste original)
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//Don't forget to add SetModuleOverrideSpellScriptFinished(); at the end
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//to stop the original script from running.
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//NO ITEMS WORK IN JAIL!!!
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if(GetLocalInt(GetArea(oCaster), "JAIL")==1)
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{
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AssignCommand(oCaster, ClearAllActions());
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//Though the player may show animation, nothing happens! :)
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SetModuleOverrideSpellScriptFinished();
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return;
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}
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////////////////////////////////////////////////////////////////////////////
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//Main Script for handling spells
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//Spells that will not be allowed to target other players..
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switch (nSpell)
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{
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//Feel free to copy/paste a case function and rename the spell to the
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//name of the spell you don't want PC's targeting PCs with from items only!
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//case SPELL_NAME: (Like So)
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case SPELL_EPIC_RUIN:
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{
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if(GetIsPC(sTarget))
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{
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//Don't Cast the original spell
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AssignCommand(oCaster, ClearAllActions());
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SetModuleOverrideSpellScriptFinished();
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}
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}break;
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//Copy everything above this line if you wish to add more case statements
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//simply paste below this line and edit it to fit the spell
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//PLEASE NOTE: You should have the spell names filed in alpahbetical order!
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case SPELL_HARM:
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{
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if(GetIsPC(sTarget))
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{
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//Don't cast the original spell at all
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AssignCommand(oCaster, ClearAllActions());
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SetModuleOverrideSpellScriptFinished();
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}
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}break;
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case SPELL_DROWN:
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{
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if(GetIsPC(PRCGetSpellTargetObject()))
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{
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//Stop the original spell from running..
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AssignCommand(oCaster, ClearAllActions());
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SetModuleOverrideSpellScriptFinished();
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}
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}break;
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//End switch statement
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}
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//End if statment
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}
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///////////Modifications For All Individual Spells////////////////////////
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//Switch/Case Statments (for all spells)
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switch(nSpell)
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{
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case SPELL_ACID_FOG:
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{
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//Code Goes Here..
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}break;
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case SPELL_ACID_SPLASH:
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{
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//Code Goes Here..
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}break;
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case SPELL_AID:
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{
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//Code Goes Here..
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}break;
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case SPELL_AMPLIFY:
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{
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//Code Goes Here..
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}break;
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case SPELL_ANIMATE_DEAD:
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{
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//Code Goes Here..
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}break;
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case SPELL_AURA_OF_VITALITY:
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{
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//Code Goes Here..
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}break;
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case SPELL_AURAOFGLORY:
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{
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//Code Goes Here..
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}break;
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case SPELL_AWAKEN:
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{
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//Code Goes Here..
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}break;
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case SPELL_BALAGARNSIRONHORN:
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{
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//Code Goes Here..
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}break;
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case SPELL_BALL_LIGHTNING:
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{
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//Code Goes Here..
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}break;
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case SPELL_BANE:
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{
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//Code Goes Here..
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}break;
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case SPELL_BANISHMENT:
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{
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//Code Goes Here..
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}break;
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case SPELL_BARKSKIN:
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{
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//Code Goes Here..
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}break;
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case SPELL_BATTLETIDE:
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{
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//Code Goes Here..
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}break;
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case SPELL_BESTOW_CURSE:
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{
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//Code Goes Here..
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}break;
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case SPELL_BIGBYS_CLENCHED_FIST:
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{
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//Code Goes Here..
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}break;
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case SPELL_BIGBYS_CRUSHING_HAND:
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{
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//Code Goes Here..
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}break;
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case SPELL_BIGBYS_FORCEFUL_HAND:
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{
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//Code Goes Here..
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}break;
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case SPELL_BIGBYS_GRASPING_HAND:
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{
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//Code Goes Here..
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}break;
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case SPELL_BIGBYS_INTERPOSING_HAND:
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{
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//Code Goes Here..
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}break;
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case SPELL_BLACK_BLADE_OF_DISASTER:
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{
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//Code Goes Here..
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}break;
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case SPELL_BLACKSTAFF:
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{
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//Code Goes Here..
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}break;
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case SPELL_BLADE_BARRIER:
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{
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//Code Goes Here..
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}break;
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case SPELL_BLADE_THIRST:
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{
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//Code Goes Here..
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}break;
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case SPELL_BLESS:
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{
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//Code Goes Here..
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}break;
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case SPELL_BLESS_WEAPON:
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{
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//Code Goes Here..
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}break;
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case SPELL_BLINDNESS_AND_DEAFNESS:
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{
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//Code Goes Here..
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}break;
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case SPELL_BLOOD_FRENZY:
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{
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//Code Goes Here..
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}break;
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case SPELL_BOMBARDMENT:
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{
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//Code Goes Here..
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}break;
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case SPELL_BULLS_STRENGTH:
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{
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//Code Goes Here..
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}break;
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case SPELL_BURNING_HANDS:
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{
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//Code Goes Here..
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}break;
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case SPELL_CALL_LIGHTNING:
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{
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//Code Goes Here..
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}break;
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case SPELL_CAMOFLAGE:
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{
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//Code Goes Here..
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}break;
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case SPELL_CATS_GRACE:
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{
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//Code Goes Here..
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}break;
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case SPELL_CHAIN_LIGHTNING:
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{
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//Code Goes Here..
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}break;
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case SPELL_CHARM_MONSTER:
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{
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//Code Goes Here..
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}break;
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case SPELL_CHARM_PERSON:
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{
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//Code Goes Here..
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}break;
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case SPELL_CHARM_PERSON_OR_ANIMAL:
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{
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//Code Goes Here..
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}break;
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case SPELL_CIRCLE_OF_DEATH:
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{
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//Code Goes Here..
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}break;
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case SPELL_CIRCLE_OF_DOOM:
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{
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//Code Goes Here..
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}break;
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case SPELL_CLAIRAUDIENCE_AND_CLAIRVOYANCE:
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{
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//Code Goes Here..
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}break;
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case SPELL_CLARITY:
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{
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//Code Goes Here..
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}break;
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case SPELL_CLOUD_OF_BEWILDERMENT:
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{
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//Code Goes Here..
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}break;
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case SPELL_CLOUDKILL:
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{
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//Code Goes Here..
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}break;
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case SPELL_COLOR_SPRAY:
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{
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//Code Goes Here..
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}break;
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case SPELL_COMBUST:
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{
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//Code Goes Here..
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}break;
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case SPELL_CONE_OF_COLD:
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{
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//Code Goes Here..
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}break;
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case SPELL_CONFUSION:
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{
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//Code Goes Here..
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}break;
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case SPELL_CONTAGION:
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{
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//Code Goes Here..
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}break;
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case SPELL_CONTINUAL_FLAME:
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{
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//Code Goes Here..
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}break;
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case SPELL_CONTROL_UNDEAD:
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{
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//Code Goes Here..
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}break;
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case SPELL_CREATE_GREATER_UNDEAD:
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{
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//Code Goes Here..
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}break;
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case SPELL_CREATE_UNDEAD:
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{
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//Code Goes Here..
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}break;
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case SPELL_CREEPING_DOOM:
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{
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//Code Goes Here..
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}break;
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case SPELL_CRUMBLE:
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{
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//Code Goes Here..
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}break;
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case SPELL_CURE_CRITICAL_WOUNDS:
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{
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//Code Goes Here..
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}break;
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case SPELL_CURE_LIGHT_WOUNDS:
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{
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//Code Goes Here..
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}break;
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case SPELL_CURE_MINOR_WOUNDS:
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{
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//Code Goes Here..
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}break;
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case SPELL_CURE_MODERATE_WOUNDS:
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{
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//Code Goes Here..
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}break;
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case SPELL_CURE_SERIOUS_WOUNDS:
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{
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//Code Goes Here..
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}break;
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case SPELL_DARKFIRE:
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{
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//Code Goes Here..
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}break;
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case SPELL_DARKNESS:
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{
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//Code Goes Here..
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}break;
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case SPELL_DAZE:
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{
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//Code Goes Here..
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}break;
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case SPELL_DEAFENING_CLANG:
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{
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//Code Goes Here..
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}break;
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case SPELL_DEATH_ARMOR:
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{
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//Code Goes Here..
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}break;
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case SPELL_DEATH_WARD:
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{
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//Code Goes Here..
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}break;
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case SPELL_DELAYED_BLAST_FIREBALL:
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{
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//Code Goes Here..
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}break;
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case SPELL_DESTRUCTION:
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{
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//Code Goes Here..
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}break;
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case SPELL_DIRGE:
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{
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//Code Goes Here..
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}break;
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case SPELL_DISMISSAL:
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{
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//Code Goes Here..
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}break;
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case SPELL_DISPEL_MAGIC:
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{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_DISPLACEMENT:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_DIVINE_FAVOR:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_DIVINE_MIGHT:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_DIVINE_POWER:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_DOMINATE_ANIMAL:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_DOMINATE_MONSTER:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_DOMINATE_PERSON:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_DOOM:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_DROWN:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_EAGLE_SPLEDOR:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_EARTHQUAKE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_ELECTRIC_JOLT:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_ELEMENTAL_SHIELD:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_ELEMENTAL_SWARM:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_ENDURANCE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_ENDURE_ELEMENTS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_ENERGY_BUFFER:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_ENERGY_DRAIN:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_ENERVATION:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_ENTANGLE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_ENTROPIC_SHIELD:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_EPIC_DRAGON_KNIGHT:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_EPIC_HELLBALL:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_EPIC_MAGE_ARMOR:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_EPIC_MUMMY_DUST:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_EPIC_RUIN:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_ETHEREAL_VISAGE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_ETHEREALNESS:
|
|
{
|
|
if(nPVP>=1)
|
|
{
|
|
SetModuleOverrideSpellScriptFinished();
|
|
FloatingTextStringOnCreature("Greater Sanctuary is an illegal spell in PVP Areas.", oCaster);
|
|
return;
|
|
}
|
|
|
|
}break;
|
|
case SPELL_EVARDS_BLACK_TENTACLES:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_EXPEDITIOUS_RETREAT:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_FEAR:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_FEEBLEMIND:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_FIND_TRAPS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_FINGER_OF_DEATH:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_FIRE_STORM:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_FIREBALL:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_FIREBRAND:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_FLAME_ARROW:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_FLAME_LASH:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_FLAME_STRIKE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_FLAME_WEAPON:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_FLARE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_FLESH_TO_STONE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_FOXS_CUNNING:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_FREEDOM_OF_MOVEMENT:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GATE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GEDLEES_ELECTRIC_LOOP:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GHOSTLY_VISAGE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GHOUL_TOUCH:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GLOBE_OF_INVULNERABILITY:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GLYPH_OF_WARDING:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GREASE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GREAT_THUNDERCLAP:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GREATER_MAGIC_FANG:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GREATER_MAGIC_WEAPON:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GREATER_PLANAR_BINDING:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GREATER_RESTORATION:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GREATER_SHADOW_CONJURATION_ACID_ARROW:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GREATER_SHADOW_CONJURATION_MINOR_GLOBE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GREATER_SHADOW_CONJURATION_MIRROR_IMAGE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GREATER_SHADOW_CONJURATION_SUMMON_SHADOW:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GREATER_SHADOW_CONJURATION_WEB:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GREATER_SPELL_BREACH:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GREATER_SPELL_MANTLE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GREATER_STONESKIN:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_GUST_OF_WIND:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_HAMMER_OF_THE_GODS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_HARM:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_HASTE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_HEAL:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_HEALING_CIRCLE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_HEALING_STING:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_HOLD_ANIMAL:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_HOLD_MONSTER:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_HOLD_PERSON:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_HOLY_AURA:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_HOLY_SWORD:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_HORIZIKAULS_BOOM:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_HORRID_WILTING:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_ICE_DAGGER:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_ICE_STORM:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_IDENTIFY:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_IMPLOSION:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_IMPROVED_INVISIBILITY:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_INCENDIARY_CLOUD:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_INFERNO:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_INFESTATION_OF_MAGGOTS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_INFLICT_CRITICAL_WOUNDS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_INFLICT_LIGHT_WOUNDS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_INFLICT_MINOR_WOUNDS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_INFLICT_MODERATE_WOUNDS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_INFLICT_SERIOUS_WOUNDS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_INVISIBILITY:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_INVISIBILITY_PURGE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_INVISIBILITY_SPHERE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_IRONGUTS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_ISAACS_GREATER_MISSILE_STORM:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_ISAACS_LESSER_MISSILE_STORM:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_KEEN_EDGE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_KNOCK:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_LEGEND_LORE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_LESSER_DISPEL:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_LESSER_MIND_BLANK:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_LESSER_PLANAR_BINDING:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_LESSER_RESTORATION:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_LESSER_SPELL_BREACH:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_LESSER_SPELL_MANTLE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_LIGHT:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_LIGHTNING_BOLT:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MAGE_ARMOR:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MAGIC_CIRCLE_AGAINST_CHAOS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MAGIC_CIRCLE_AGAINST_EVIL:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MAGIC_CIRCLE_AGAINST_GOOD:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MAGIC_CIRCLE_AGAINST_LAW:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MAGIC_FANG:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MAGIC_MISSILE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MAGIC_VESTMENT:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MAGIC_WEAPON:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MASS_BLINDNESS_AND_DEAFNESS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MASS_CAMOFLAGE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MASS_CHARM:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MASS_HASTE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MASS_HEAL:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MELFS_ACID_ARROW:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MESTILS_ACID_BREATH:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MESTILS_ACID_SHEATH:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_METEOR_SWARM:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MIND_BLANK:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MIND_FOG:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MINOR_GLOBE_OF_INVULNERABILITY:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MONSTROUS_REGENERATION:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MORDENKAINENS_DISJUNCTION:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_MORDENKAINENS_SWORD:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_NATURES_BALANCE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_NEGATIVE_ENERGY_BURST:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_NEGATIVE_ENERGY_PROTECTION:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_NEGATIVE_ENERGY_RAY:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_NEUTRALIZE_POISON:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_ONE_WITH_THE_LAND:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_OWLS_INSIGHT:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_OWLS_WISDOM:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_PHANTASMAL_KILLER:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_PLANAR_ALLY:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_PLANAR_BINDING:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_POISON:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_POLYMORPH_SELF:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_POWER_WORD_KILL:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_POWER_WORD_STUN:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_PRAYER:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_PREMONITION:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_PRISMATIC_SPRAY:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_PROTECTION__FROM_CHAOS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_PROTECTION_FROM_ELEMENTS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_PROTECTION_FROM_EVIL:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_PROTECTION_FROM_GOOD:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_PROTECTION_FROM_LAW:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_PROTECTION_FROM_SPELLS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_QUILLFIRE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_RAISE_DEAD:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_RAY_OF_ENFEEBLEMENT:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_RAY_OF_FROST:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_REGENERATE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_REMOVE_BLINDNESS_AND_DEAFNESS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_REMOVE_CURSE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_REMOVE_DISEASE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_REMOVE_FEAR:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_REMOVE_PARALYSIS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_RESIST_ELEMENTS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_RESISTANCE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_RESTORATION:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_RESURRECTION:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SANCTUARY:
|
|
{
|
|
if(nPVP>0)
|
|
{
|
|
SetModuleOverrideSpellScriptFinished();
|
|
FloatingTextStringOnCreature("Sanctuary is an illegal spell in PVP Areas.", oCaster);
|
|
return;
|
|
}
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SCARE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SCINTILLATING_SPHERE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SEARING_LIGHT:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SEE_INVISIBILITY:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SHADES_CONE_OF_COLD:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SHADES_FIREBALL:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SHADES_STONESKIN:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SHADES_SUMMON_SHADOW:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SHADES_WALL_OF_FIRE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SHADOW_CONJURATION_DARKNESS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SHADOW_CONJURATION_INIVSIBILITY:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SHADOW_CONJURATION_MAGE_ARMOR:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SHADOW_CONJURATION_MAGIC_MISSILE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SHADOW_CONJURATION_SUMMON_SHADOW:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SHADOW_DAZE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SHADOW_SHIELD:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SHAPECHANGE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SHELGARNS_PERSISTENT_BLADE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SHIELD:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SHIELD_OF_FAITH:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SHIELD_OF_LAW:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SILENCE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SLAY_LIVING:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SLEEP:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SLOW:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SOUND_BURST:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SPELL_MANTLE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SPELL_RESISTANCE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SPELLSTAFF:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SPHERE_OF_CHAOS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SPIKE_GROWTH:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_STINKING_CLOUD:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_STONE_BONES:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_STONE_TO_FLESH:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_STONEHOLD:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_STONESKIN:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_STORM_OF_VENGEANCE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SUMMON_CREATURE_I:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SUMMON_CREATURE_II:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SUMMON_CREATURE_III:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SUMMON_CREATURE_IV:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SUMMON_CREATURE_IX:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SUMMON_CREATURE_V:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SUMMON_CREATURE_VI:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SUMMON_CREATURE_VII:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SUMMON_CREATURE_VIII:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SUMMON_SHADOW:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SUNBEAM:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_SUNBURST:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_TASHAS_HIDEOUS_LAUGHTER:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_TENSERS_TRANSFORMATION:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_TIME_STOP:
|
|
{
|
|
if(nPVP>=1)
|
|
{
|
|
FloatingTextStringOnCreature("Timestop is not allowed in PVP Areas.", OBJECT_SELF, TRUE);
|
|
//Though the player may show animation, nothing happens! :)
|
|
SetModuleOverrideSpellScriptFinished();
|
|
}
|
|
}break;
|
|
case SPELL_TRUE_SEEING:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_TRUE_STRIKE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_TYMORAS_SMILE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_UNDEATH_TO_DEATH:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_UNDEATHS_ETERNAL_FOE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_UNHOLY_AURA:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_VAMPIRIC_TOUCH:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_VINE_MINE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_VINE_MINE_CAMOUFLAGE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_VINE_MINE_ENTANGLE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_VINE_MINE_HAMPER_MOVEMENT:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_VIRTUE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_WAIL_OF_THE_BANSHEE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_WALL_OF_FIRE:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_WAR_CRY:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_WEB:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_WEIRD:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_WORD_OF_FAITH:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
case SPELL_WOUNDING_WHISPERS:
|
|
{
|
|
//Code Goes Here..
|
|
}break;
|
|
|
|
//Default happens when a normal spell not listed here is cast...
|
|
//Feel free to add any code you wish to apply to all spells not listed
|
|
default:
|
|
{
|
|
//Code goes here
|
|
}break;
|
|
|
|
//End Switch Statement
|
|
}
|
|
//End Script
|
|
}
|
|
|
|
///////////////////////////////////////////////////
|
|
/*
|
|
|
|
///////////////////EXAMPLE SCRIPTS FUNCTIONS/////////////////////////
|
|
|
|
//The script functions below are for you to copy / paste if you want to utilize
|
|
//They are actual script functions that work and were predone to save you time.
|
|
|
|
/* (Commenting out, do not touch this line!) / (Copy / Paste below here)
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
//Case Statment Examples..
|
|
|
|
//Example of Generic Code for an Area of Effect Spell
|
|
//Note: (The Spell name constant below must be valid!)
|
|
|
|
case SPELL_WHATEVER: //Change this to the actual spell being cast..
|
|
{
|
|
//Note if the spell does area damage use this always!
|
|
DoAreaBonusDmg(PRCGetSpellTargetLocation());
|
|
|
|
//Do a generic visual (see the "spellfunc_inc" script)
|
|
DoAVisual(PRCGetSpellTargetLocation());
|
|
|
|
//Do Positive Damage to all in area (if not resisted or saved)
|
|
DoAreaDmg();
|
|
|
|
//Don't run the original script at all!
|
|
SetModuleOverrideSpellScriptFinished();
|
|
|
|
}
|
|
break;
|
|
|
|
//Example Generic Code for a Spell that only targets one target..
|
|
|
|
case SPELL_BLAHZAM: //Change the SPELL_NAME to the actual spell being cast.
|
|
{
|
|
//Note if the spell does target damage use this always!
|
|
DoBonusDmg(PRCGetSpellTargetObject());
|
|
|
|
//Do a generic targeted visual (see the "spellfunc_inc" script)
|
|
DoTVisual();
|
|
|
|
//Do Positive Damage to the target of the spell (if not resisted or saved)
|
|
DoTDmg();
|
|
|
|
//Don't run the original script at all!
|
|
SetModuleOverrideSpellScriptFinished();
|
|
|
|
}
|
|
break;
|
|
|
|
//Example of code for modifying a spell for an additional effect..
|
|
//Replace SPELL_SHAZAM with the actual name of the spell being cast..
|
|
//ie. SPELL_ICE_STORM for icestorm ...etc...
|
|
|
|
case SPELL_SHAZAM:
|
|
{
|
|
//Note sTarget is defined at the top after void main()
|
|
//This script happens to do no dmg so we won't use bonus dmg.. :)
|
|
|
|
effect eEffect;
|
|
eEffect = EffectParalysis(sTarget);
|
|
eEffect = SupernaturalEffect(eEffect);
|
|
|
|
//Apply paralysis to the target for 6 seconds if save failed..
|
|
if(!WillSave(aTarget, GetSpellDC(), SAVING_THROW_TYPE_NONE, OBJECT_SELF)
|
|
{
|
|
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, sTarget, 6.0f)
|
|
}
|
|
|
|
//Note this effect would be in addition to the spell's normal effects!
|
|
//Because the line below is commented out.. (Delete the // below to activate)
|
|
//SetModuleOverrideSpellScriptFinished();
|
|
|
|
}
|
|
break;
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////
|
|
(Copy / Paste above this line only)
|
|
// (commenting out end, do not touch this line!) */
|
|
|
|
//End of Script see ya :)
|