2026/01/21 Update

Swapped Disciple of Asmodeus' Summon Glabrezu for Summon Pit Fiend.  Glabrezu aren't devils.
Wisplings can qualify for Warsling Sniper.
Added Maeluth planetouched racialtype.
Maeluth can qualify for Dwarven Defender. Ollam and Ironsoul Forgemaster.
Added Mechanatrix planetouched racialtype.
Updated creature aura scripts to use PRCEffectDamage(), SPApplyEffectToObject() & PRCMySavingThrow().
This commit is contained in:
Jaysyn904
2026-01-21 16:35:43 -05:00
parent 0f1c10c279
commit 48ca4b8acf
109 changed files with 26495 additions and 25748 deletions

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@@ -29,5 +29,5 @@ void main()
//Set the AOE effect and place it in the world. The Aura abilities
//are all permamnent and do not require recasting.
effect eAOE = EffectAreaOfEffect(AOE_MOB_BLINDING);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAOE, OBJECT_SELF);
SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eAOE, OBJECT_SELF);
}

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@@ -0,0 +1,48 @@
//::///////////////////////////////////////////////
//:: Aura of Blinding On Enter
//:: NW_S1_AuraBlndA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Upon entering the aura of the creature the player
must make a will save or be blinded because of the
sheer ugliness or beauty of the creature.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD/3);
effect eBlind = EffectBlindness();
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eVis = EffectVisualEffect(VFX_IMP_BLIND_DEAF_M);
effect eLink = EffectLinkEffects(eBlind, eDur);
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
//Entering object must make a will save or be blinded for the duration.
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_BLINDING));
if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC))
{
//Apply the blind effect and the VFX impact
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
}
}
}

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@@ -27,5 +27,5 @@ void main()
//Set and apply AOE effect
effect eAOE = EffectAreaOfEffect(AOE_MOB_FROST);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
}

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@@ -0,0 +1,62 @@
//::///////////////////////////////////////////////
//:: Aura of Frost on Heartbeat
//:: NW_S1_AuraColdC.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Prolonged exposure to the aura of the creature
causes frost damage to all within the aura.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nFrost = 1 + (nHD/3);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
effect eDam;
effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
//Get the first target in the aura of cold
oTarget = GetFirstInPersistentObject();
while (GetIsObjectValid(oTarget))
{
/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget))
{
oTarget = GetNextInPersistentObject(OBJECT_SELF);
continue;
} */
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_COLD));
//Roll damage based on the creatures HD
nDamage = d4(nFrost);
//Make a Fortitude save for half
if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_COLD))
{
nDamage = nDamage / 2;
}
//Set the damage effect
eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_COLD);
//Apply the VFX constant and damage effect
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
//Get the next target in the aura of cold
oTarget = GetNextInPersistentObject();
}
}

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@@ -31,7 +31,7 @@ void main()
}
effect eAOE = EffectAreaOfEffect(36);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
}

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@@ -27,5 +27,5 @@ void main()
//Set and apply AOE object
effect eAOE = EffectAreaOfEffect(AOE_MOB_ELECTRICAL);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
}

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@@ -0,0 +1,47 @@
//::///////////////////////////////////////////////
//:: Aura of Electricity on Heartbeat
//:: NW_S1_AuraElecC.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Prolonged exposure to the aura of the creature
causes electrical damage to all within the aura.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
void main()
{
//Declare major variables
int nHD = GetHitDice(GetAreaOfEffectCreator());
nHD = nHD/3+1;
int nDC = 10 + nHD/3;
int nDamage;
effect eDam;
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
//Get first target in spell area
object oTarget = GetFirstInPersistentObject();
while (GetIsObjectValid(oTarget))
{
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
nDamage = d4(nHD);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_AURA_ELECTRICITY));
//Make a saving throw check
if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_ELECTRICITY))
{
nDamage = nDamage / 2;
}
eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_ELECTRICAL);
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
//Get next target in spell area
oTarget = GetNextInPersistentObject();
}
}

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@@ -42,5 +42,5 @@ void main()
//Set and apply AOE object
effect eAOE = EffectAreaOfEffect(AOE_MOB_FEAR);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
}

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@@ -40,8 +40,8 @@ void main()
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}

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@@ -27,5 +27,5 @@ void main()
//Set and apply AOE object
effect eAOE = EffectAreaOfEffect(AOE_MOB_FIRE);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
}

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@@ -0,0 +1,59 @@
//::///////////////////////////////////////////////
//:: Aura of Fire on Heartbeat
//:: NW_S1_AuraFireC.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Prolonged exposure to the aura of the creature
causes fire damage to all within the aura.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetFirstInPersistentObject(); //:: Get first target in spell area
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nBurn = 1 + (nHD/3);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
int nDamSave;
effect eDam;
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
while(GetIsObjectValid(oTarget))
{
/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget))
{
oTarget = GetNextInPersistentObject(OBJECT_SELF);
continue;
} */
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_FIRE));
//Roll damage
nDamage = d4(nBurn);
//Make a saving throw check
if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_FIRE))
{
nDamage = nDamage / 2;
}
//Set the damage effect
eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_FIRE);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
}
//Get next target in spell area
oTarget = GetNextInPersistentObject();
}
}

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@@ -27,5 +27,5 @@ void main()
//Set and apply AOE object
effect eAOE = EffectAreaOfEffect(AOE_MOB_MENACE);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
}

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@@ -0,0 +1,45 @@
//::///////////////////////////////////////////////
//:: Aura of Menace On Enter
//:: NW_S1_AuraMencA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Upon entering the aura all those that fail
a will save are stricken with Doom.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
int nDuration = 1 + (GetHitDice(oNPC)/3);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (GetHitDice(oNPC)/2);
int nLevel = PRCGetCasterLevel(OBJECT_SELF);
effect eVis = EffectVisualEffect(VFX_IMP_DOOM);
effect eLink = CreateDoomEffectsLink();
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_AURA_MENACE));
//Spell Resistance and Saving throw
if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC))
{
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink , oTarget, TurnsToSeconds(nDuration));
}
}
}

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@@ -30,7 +30,7 @@ void main()
effect eAOE = EffectAreaOfEffect(AOE_MOB_PROTECTION);
object oTarget = PRCGetSpellTargetObject();
int nDuration = GetCasterLevel(OBJECT_SELF) / 2;
int nDuration = PRCGetCasterLevel(OBJECT_SELF) / 2;
int nMetaMagic = PRCGetMetaMagicFeat();
//Make sure duration does no equal 0
if (nDuration < 1)
@@ -38,5 +38,5 @@ void main()
nDuration = 1;
}
//Create an instance of the AOE Object using the Apply Effect function
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, oTarget, TurnsToSeconds(nDuration));
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, oTarget, TurnsToSeconds(nDuration));
}

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@@ -0,0 +1,35 @@
//::///////////////////////////////////////////////
//:: Aura of Protection: On Enter
//:: NW_S1_AuraProtA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Acts as a double strength Magic Circle against
evil and a Minor Globe for those friends in
the area.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On:Jan 8, 2002, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//Declare major variables
effect eProt = PRCCreateProtectionFromAlignmentLink(ALIGNMENT_EVIL);
effect eGlobe = EffectSpellLevelAbsorption(3, 0);
effect eDur = EffectVisualEffect(VFX_DUR_GLOBE_MINOR);
effect eLink = EffectLinkEffects(eProt, eGlobe);
eLink = EffectLinkEffects(eLink, eDur);
object oTarget = GetEnteringObject();
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
//Faction Check
if(GetIsFriend(oTarget, GetAreaOfEffectCreator()))
{
//Apply the VFX impact and effects
SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget);
}
}

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@@ -27,5 +27,5 @@ void main()
//Set and apply the AOE object
effect eAOE = EffectAreaOfEffect(AOE_MOB_STUN);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
}

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@@ -0,0 +1,48 @@
//::///////////////////////////////////////////////
//:: Aura Stunning On Enter
//:: NW_S1_AuraStunA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Upon entering the aura of the creature the player
must make a will save or be stunned.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDuration = GetHitDice(oNPC);
int nDC = 10 + nCHAMod + (nDuration/2);
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
effect eVis = EffectVisualEffect(VFX_IMP_STUN);
effect eVis2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eDeath = EffectStunned();
effect eLink = EffectLinkEffects(eVis2, eDeath);
nDuration = GetScaledDuration(nDuration, oTarget);
if(!GetIsFriend(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_STUN));
//Make a saving throw check
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
{
//Apply the VFX impact and effects
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}

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@@ -0,0 +1,48 @@
//::///////////////////////////////////////////////
//:: Aura of the Unnatural On Enter
//:: NW_S1_AuraMencA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Upon entering the aura all animals are struck with
fear.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
effect eVis = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
effect eFear = EffectFrightened();
effect eLink = EffectLinkEffects(eVis, eFear);
object oTarget = GetEnteringObject();
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
int nDuration = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nRacial = MyPRCGetRacialType(oTarget);
int nDC = 10 + nCHAMod + (GetHitDice(oNPC)/2);
if(GetIsEnemy(oTarget))
{
nDuration = (nDuration / 3) + 1;
//Make a saving throw check
if(nRacial == RACIAL_TYPE_ANIMAL)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_UNNATURAL));
//if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR)) //:: This ability only affects animals & they don't get a save.
//{
//Apply the VFX impact and effects
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
//}
}
}
}

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@@ -0,0 +1,46 @@
//::///////////////////////////////////////////////
//:: Aura Unearthly Visage On Enter
//:: NW_S1_AuraUnEaA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Upon entering the aura of the creature the player
must make a will save or be killed because of the
sheer ugliness or beauty of the creature.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
effect eDeath = EffectDeath();
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
if(GetIsEnemy(oTarget, oNPC))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_UNEARTHLY_VISAGE));
//Make a saving throw check
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH))
{
//Apply the VFX impact and effects
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget);
//ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}

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@@ -28,5 +28,5 @@ void main()
//Set and apply the AOE object
effect eAOE = EffectAreaOfEffect(AOE_MOB_UNEARTHLY);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
}

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@@ -27,5 +27,5 @@ void main()
//Set and apply the AOE object
effect eAOE = EffectAreaOfEffect(AOE_MOB_UNNATURAL);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
}

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@@ -38,8 +38,8 @@ void main()
if( !PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC))
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
}
}
//Get next target in spell area

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@@ -29,7 +29,7 @@ void Drown(object oTarget)
&&(GetRacialType(oTarget) != RACIAL_TYPE_ELEMENTAL))
{
//Make a fortitude save
if(MySavingThrow(SAVING_THROW_FORT, oTarget, 20) == FALSE)
if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, 20) == FALSE)
{
//Apply the VFX impact and damage effect
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
@@ -49,7 +49,7 @@ void main ()
int nIdx;
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_WATER);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF);
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF));
while(GetIsObjectValid(oTarget) == TRUE)
{