Initial upload
Initial upload.
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47
_module/nss/trap_neg_strong.nss
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47
_module/nss/trap_neg_strong.nss
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void CreateObject2(int nObjectType, string sTemplate, location lLocation, int bUseAppearAnimation=FALSE);
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//::///////////////////////////////////////////////
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//:: Strong Negative Energy Trap
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//:: NW_T1_NegStrC
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Does 5d6 negative energy damage and the target
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must make a Fort save or take 2 points of
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strength damage
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Nov 16, 2001
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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#include "NW_I0_SPELLS"
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void main()
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{
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//Declare major variables
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object oTarget = GetEnteringObject();
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effect eNeg = EffectAbilityDecrease(ABILITY_STRENGTH, 2);
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effect eDam = EffectDamage(d6(5), DAMAGE_TYPE_NEGATIVE);
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eNeg = SupernaturalEffect(eNeg);
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effect eVis = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE);
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//Make a saving throw check
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if(!MySavingThrow(SAVING_THROW_FORT, oTarget, 18, SAVING_THROW_TYPE_NEGATIVE))
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{
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eNeg, oTarget);
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}
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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//respawn trap
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DelayCommand(598.0, CreateObject2(GetObjectType(OBJECT_SELF), GetResRef(OBJECT_SELF), GetLocation(OBJECT_SELF)));
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DelayCommand(600.0, DestroyObject(OBJECT_SELF));
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}
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void CreateObject2(int nObjectType, string sTemplate, location lLocation, int bUseAppearAnimation=FALSE)
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{
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CreateObject(nObjectType, sTemplate, lLocation, bUseAppearAnimation);
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return;
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}
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