Alangara_PRC8/_module/nss/nw_s1_gazedaze.nss
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//::///////////////////////////////////////////////
//:: Gaze: Daze
//:: NW_S1_GazeDaze
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD / 3);
if(nDuration == 0) { nDuration = 1; }
location lTargetLocation = PRCGetSpellTargetLocation();
effect eGaze = EffectDazed();
effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eLink = EffectLinkEffects(eGaze, eVisDur);
eLink = EffectLinkEffects(eLink, eDur);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
nDuration = GetScaledDuration(nDuration , oTarget);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DAZE));
//Determine effect delay
float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
if(!/*WillSave*/PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay))
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}