//:://///////////////////////////////////////////// //:: Draconic Aura Toggle - Bonus Auras //:: prc_dracxtra_tgl.nss //:://///////////////////////////////////////////// /* Toggles draconic auras gained through feats. */ //::////////////////////////////////////////////// //:: Created By: xwarren //:: Created On: Apr 2, 2011 //::////////////////////////////////////////////// #include "prc_alterations" void main() { object oPC = OBJECT_SELF; int nSpellID = GetSpellId(); int nAuraID, iElement; DoDebug("prc_dracxtra_tgl.nss nSpellID = "+IntToString(nSpellID)); switch(nSpellID) { case SPELL_BONUS_AURA_PRESENCE: nAuraID = SPELL_DRACONIC_AURA_PRESENCE; break; case SPELL_BONUS_AURA_TOUGHNESS: nAuraID = SPELL_DRACONIC_AURA_TOUGHNESS; break; case SPELL_BONUS_AURA_SENSES: nAuraID = SPELL_DRACONIC_AURA_SENSES; break; case SPELL_BONUS_AURA_INSIGHT: nAuraID = SPELL_DRACONIC_AURA_INSIGHT; break; case SPELL_BONUS_AURA_RESOLVE: nAuraID = SPELL_DRACONIC_AURA_RESOLVE; break; case SPELL_BONUS_AURA_STAMINA: nAuraID = SPELL_DRACONIC_AURA_STAMINA; break; case SPELL_BONUS_AURA_SWIFTNESS: nAuraID = SPELL_DRACONIC_AURA_SWIFTNESS; break; case SPELL_BONUS_AURA_RESISTACID: nAuraID = SPELL_DRACONIC_AURA_RESISTANCE; iElement = DAMAGE_TYPE_ACID; break; case SPELL_BONUS_AURA_RESISTCOLD: nAuraID = SPELL_DRACONIC_AURA_RESISTANCE; iElement = DAMAGE_TYPE_COLD; break; case SPELL_BONUS_AURA_RESISTELEC: nAuraID = SPELL_DRACONIC_AURA_RESISTANCE; iElement = DAMAGE_TYPE_ELECTRICAL; break; case SPELL_BONUS_AURA_RESISTFIRE: nAuraID = SPELL_DRACONIC_AURA_RESISTANCE; iElement = DAMAGE_TYPE_FIRE; break; case SPELL_BONUS_AURA_MAGICPOWER: nAuraID = SPELL_DRACONIC_AURA_MAGICPOWER; break; case SPELL_BONUS_AURA_ENERGYACID: nAuraID = SPELL_DRACONIC_AURA_ENERGY; iElement = DAMAGE_TYPE_ACID; break; case SPELL_BONUS_AURA_ENERGYCOLD: nAuraID = SPELL_DRACONIC_AURA_ENERGY; iElement = DAMAGE_TYPE_COLD; break; case SPELL_BONUS_AURA_ENERGYELEC: nAuraID = SPELL_DRACONIC_AURA_ENERGY; iElement = DAMAGE_TYPE_ELECTRICAL; break; case SPELL_BONUS_AURA_ENERGYFIRE: nAuraID = SPELL_DRACONIC_AURA_ENERGY; iElement = DAMAGE_TYPE_FIRE; break; } DoDebug("iElement = "+IntToString(iElement)); if(iElement) SetLocalInt(oPC, "DraconicAuraElement", iElement); ActionCastSpellAtObject(nAuraID, oPC, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE); }