Jaysyn904 abe260d582 Renamed top hak
Renamed top hak.  Made merchant faction neutral to all other factions.  Boosted combat XP a bit.  Overrode prc_2da_cache creature's appearance.  Full compile.  Updated release archive.
2024-10-05 23:11:56 -04:00

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//::///////////////////////////////////////////////
//:: Smoke Claws
//:: NW_S1_SmokeClaw
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
If a Belker succeeds at a touch attack the
target breaths in part of the Belker and suffers
3d4 damage per round until a Fortitude save is
made.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 23 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC);
int nDC = 10 +nCONMod+ (nHD/2);
int bSave = FALSE;
effect eVis = EffectVisualEffect(VFX_COM_BLOOD_REG_RED);
effect eSmoke;
float fDelay = 0.0;
//Make a touch attack
if(TouchAttackMelee(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget))
{
//Make a saving throw check
while (bSave == FALSE)
{
//Make a saving throw check
if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NONE, oNPC, fDelay))
{
bSave = TRUE;
}
else
{
//Set damage
eSmoke = EffectDamage(d4(3));
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eSmoke, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
//Increment the delay
fDelay = fDelay + 6.0;
}
}
}
}
}