63 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			63 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//::///////////////////////////////////////////////
 | 
						|
//:: Aura of Frost on Heartbeat
 | 
						|
//:: NW_S1_AuraColdC.nss
 | 
						|
//:: Copyright (c) 2001 Bioware Corp.
 | 
						|
//:://////////////////////////////////////////////
 | 
						|
/*
 | 
						|
    Prolonged exposure to the aura of the creature
 | 
						|
    causes frost damage to all within the aura.
 | 
						|
*/
 | 
						|
//:://////////////////////////////////////////////
 | 
						|
//:: Created By: Preston Watamaniuk
 | 
						|
//:: Created On: May 25, 2001
 | 
						|
//:://////////////////////////////////////////////
 | 
						|
#include "NW_I0_SPELLS"
 | 
						|
//#include "wm_include"
 | 
						|
#include "prc_inc_spells"
 | 
						|
void main()
 | 
						|
{
 | 
						|
//:: Declare major variables
 | 
						|
	object oNPC		= GetAreaOfEffectCreator();
 | 
						|
	object oTarget 	= GetEnteringObject();
 | 
						|
	
 | 
						|
    int nHD 		= GetHitDice(oNPC);
 | 
						|
	int nCHAMod		= GetAbilityModifier(ABILITY_CHARISMA, oNPC);
 | 
						|
    int nFrost 		= 1 + (nHD/3);
 | 
						|
    int nDC			= 10 +nCHAMod+ (nHD/2);
 | 
						|
    int nDamage;
 | 
						|
 | 
						|
    effect eDam;
 | 
						|
    effect eVis 	= EffectVisualEffect(VFX_IMP_FROST_S);
 | 
						|
 | 
						|
    //Get the first target in the aura of cold
 | 
						|
    oTarget = GetFirstInPersistentObject();
 | 
						|
	
 | 
						|
    while (GetIsObjectValid(oTarget))
 | 
						|
    {
 | 
						|
/*         if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget))
 | 
						|
        {
 | 
						|
        oTarget = GetNextInPersistentObject(OBJECT_SELF);
 | 
						|
        continue;
 | 
						|
        } */
 | 
						|
        if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
 | 
						|
        {
 | 
						|
            //Fire cast spell at event for the specified target
 | 
						|
            SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_COLD));
 | 
						|
            //Roll damage based on the creatures HD
 | 
						|
            nDamage = d4(nFrost);
 | 
						|
            //Make a Fortitude save for half
 | 
						|
            if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_COLD))
 | 
						|
            {
 | 
						|
                nDamage = nDamage / 2;
 | 
						|
            }
 | 
						|
            //Set the damage effect
 | 
						|
            eDam = EffectDamage(nDamage, DAMAGE_TYPE_COLD);
 | 
						|
            //Apply the VFX constant and damage effect
 | 
						|
            ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
 | 
						|
            ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
 | 
						|
        }
 | 
						|
        //Get the next target in the aura of cold
 | 
						|
        oTarget = GetNextInPersistentObject();
 | 
						|
    }
 | 
						|
}
 |