Added NWN Dark Sun module contents

Added NWN Dark Sun module contents.
This commit is contained in:
Jaysyn904
2021-07-12 21:24:46 -04:00
parent 556224a658
commit de24f81734
10609 changed files with 146652 additions and 0 deletions

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@@ -0,0 +1,37 @@
#include "NW_I0_SPELLS"
void DoStrDamage(object oTarget)
{
effect eStr = EffectAbilityDecrease(ABILITY_STRENGTH,d6());
ApplyEffectToObject(DURATION_TYPE_PERMANENT,eStr,oTarget);
}
void main()
{
//Declare major variables
object oCaster = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
effect eNaus = EffectDazed();
effect eVis2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
eNaus = EffectLinkEffects(eNaus,eVis2);
eNaus = EffectLinkEffects(eNaus,eDur);
effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S);
int nRace = GetRacialType(oTarget);
if (( nRace == RACIAL_TYPE_CONSTRUCT ) || ( nRace == RACIAL_TYPE_ELEMENTAL )
|| ( nRace == RACIAL_TYPE_UNDEAD ))
return;
if(GetIsEnemy(oTarget, oCaster))
{
if (!MySavingThrow(SAVING_THROW_FORT, oTarget, 15, SAVING_THROW_TYPE_NONE,oCaster))
{
ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eNaus,oTarget,RoundsToSeconds(1));
DelayCommand(0.1,DoStrDamage(oTarget));
ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis,oTarget);
}
}
}