Added NWN Dark Sun module contents
Added NWN Dark Sun module contents.
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51
nwnds_module/cha_drain.nss
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51
nwnds_module/cha_drain.nss
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#include "NW_I0_SPELLS"
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void DoAbilityDamage(object oTarget, object oCaster)
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{
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effect eImp = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eImp,oTarget);
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// Cha Damage
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int nDC = 10 + GetHitDice(oCaster) /2 + GetAbilityModifier(ABILITY_CHARISMA,oCaster);
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int nDam = 2;
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int nHeal = 10;
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int nType = ABILITY_CHARISMA;
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if ( MySavingThrow(SAVING_THROW_FORT,oTarget,nDC,SAVING_THROW_TYPE_NONE,oCaster) )
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{
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nDam = 1;
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nHeal = 5;
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}
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effect eDam = EffectAbilityDecrease(nType,nDam);
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eDam = SupernaturalEffect(eDam);
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eDam = ExtraordinaryEffect(eDam);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT,eDam,oTarget);
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if ( GetIsImmune(oTarget,IMMUNITY_TYPE_ABILITY_DECREASE) )
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return;
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effect eHeal = EffectHeal(nHeal);
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effect eHealVis = EffectVisualEffect(VFX_IMP_HEALING_S);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eHeal,oCaster);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eHealVis,oCaster);
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}
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void main()
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{
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object oTarget = GetSpellTargetObject();
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object oCaster = OBJECT_SELF;
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/* int bIsPoisoned = GetLocalInt(oTarget,"IsPoisoned");
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if ( bIsPoisoned )
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return; */
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DelayCommand(0.1,DoAbilityDamage(oTarget,oCaster));
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}
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