Added PnP Dire Rat.
Added PnP Dire Rat.
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44
nwn_dark_sun/bloodcall.nss
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44
nwn_dark_sun/bloodcall.nss
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@@ -0,0 +1,44 @@
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void DoConDamage(object oTarget, object oOrigin )
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{
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int nKillEm = 0;
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if ( (!GetIsPC( oTarget ) ) || ( GetGameDifficulty() >= GAME_DIFFICULTY_CORE_RULES ) )
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{
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nKillEm = 1;
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}
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effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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effect eBeam = EffectBeam(VFX_BEAM_SILENT_EVIL,oOrigin,BODY_NODE_CHEST);
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int nDam = d4();
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effect eCon = EffectAbilityDecrease(ABILITY_CONSTITUTION, nDam);
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eCon = SupernaturalEffect(eCon);
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if ( GetIsImmune(oTarget,IMMUNITY_TYPE_ABILITY_DECREASE) )
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{
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ApplyEffectToObject(DURATION_TYPE_PERMANENT,eCon,oTarget);
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return;
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}
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if ( GetAbilityScore(oTarget,ABILITY_CONSTITUTION) - nDam < 3 && nKillEm )
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{
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int nHitPoints = GetCurrentHitPoints(oTarget);
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effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
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effect eHitDamage = EffectDamage(nHitPoints, DAMAGE_TYPE_MAGICAL, DAMAGE_POWER_PLUS_TWENTY);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis,oTarget);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHitDamage, oTarget);
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}
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ApplyEffectToObject(DURATION_TYPE_PERMANENT,eCon,oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis,oTarget);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eBeam,oTarget,1.5);
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}
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void main()
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{
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object oOrigin = OBJECT_SELF ; // Where the spell came from
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object oTarget = GetSpellTargetObject(); // What the spell is aimed at
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int nRace = GetRacialType(oTarget);
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if ( nRace == RACIAL_TYPE_UNDEAD || nRace == RACIAL_TYPE_CONSTRUCT ||
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nRace == RACIAL_TYPE_OOZE || nRace == RACIAL_TYPE_ELEMENTAL )
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return;
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DelayCommand(0.1,DoConDamage(oTarget,oOrigin));
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}
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