Battledale_PRC8/_removed/x2_s0_hellfirea.nss
Jaysyn904 7b9e44ebbb Initial upload
Initial upload.  PRC8 has been added.  Module compiles, PRC's default AI & treasure scripts have been integrated.  Started work on top hak for SLA / Ability / Scripting modifications.
2024-03-11 23:44:08 -04:00

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///::///////////////////////////////////////////////
//:: Aura of Hellfire on Heartbeat
//:: NW_S1_AuraElecC.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Prolonged exposure to the aura of the creature
causes fire damage to all within the aura.
*/
#include "NW_I0_SPELLS"
void main()
{
int nDamage;
int nDamSave;
effect eDam;
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
//Get first target in spell area
object oTarget = GetEnteringObject();
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), 761));
//Roll damage
nDamage = d6(6);
//Make a saving throw check
if(MySavingThrow(SAVING_THROW_FORT, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE))
{
nDamage = nDamage / 2;
}
//Set the damage effect
eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
}
}