//:://///////////////////////////////////////////// //:: Aura of Fear On Enter //:: NW_S1_DragFearA.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Upon entering the aura of the creature the player must make a will save or be struck with fear because of the creatures presence. */ //::////////////////////////////////////////////// //:: 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 oTarget = GetEnteringObject(); //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S); effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR); effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); effect eFear = EffectFrightened(); effect eLink = EffectLinkEffects(eFear, eDur); eLink = EffectLinkEffects(eLink, eDur2); int nHD = GetHitDice(GetAreaOfEffectCreator()); int nDC = 10 + GetHitDice(GetAreaOfEffectCreator())/3; int nDuration = GetScaledDuration(nHD, oTarget); if(GetIsEnemy(oTarget, GetAreaOfEffectCreator())) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_FEAR)); //Make a saving throw check if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR)) { //Apply the VFX impact and effects ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); } } }