//:://///////////////////////////////////////////// //:: Aura of Fear On Enter //:: NW_S1_AuraFearA.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Upon entering the aura of the creature the player must make a will save or be struck with fear because of the creatures presence. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: May 25, 2001 //::////////////////////////////////////////////// // shaken -2 attack,weapon dmg,save. // panicked -2 save + flee away ,50 % drop object holding #include "prc_inc_spells" void main() { //Declare major variables object oTarget = GetEnteringObject(); if (MyPRCGetRacialType(oTarget)== RACIAL_TYPE_DRAGON) return; effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S); effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR); effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); effect eDur3 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE); effect eFear = EffectFrightened(); effect eAttackD = EffectAttackDecrease(2); effect eDmgD = EffectDamageDecrease(2,DAMAGE_TYPE_BLUDGEONING|DAMAGE_TYPE_PIERCING|DAMAGE_TYPE_SLASHING); effect SaveD = EffectSavingThrowDecrease(SAVING_THROW_ALL,2); effect Skill = EffectSkillDecrease(SKILL_ALL_SKILLS,2); effect eLink = EffectLinkEffects(eDmgD, eDur2); eLink = EffectLinkEffects(eLink, eAttackD); eLink = EffectLinkEffects(eLink, SaveD); eLink = EffectLinkEffects(eLink, eFear); eLink = EffectLinkEffects(eLink, Skill); effect eLink2 = EffectLinkEffects(eDur3, SaveD); eLink2 = EffectLinkEffects(eLink2, Skill); int nHD = GetHitDice(GetAreaOfEffectCreator()); int nDC = 10 + GetLevelByClass(CLASS_TYPE_TALON_OF_TIAMAT,GetAreaOfEffectCreator())+ GetAbilityModifier(ABILITY_CHARISMA,GetAreaOfEffectCreator()); int nDuration = d6(2); if(GetIsEnemy(oTarget, GetAreaOfEffectCreator())&& GetHitDice(oTarget)<=GetHitDice(GetAreaOfEffectCreator())) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_FEAR)); //Make a saving throw check if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR) && !GetIsImmune(oTarget, IMMUNITY_TYPE_FEAR) && !GetIsImmune(oTarget, IMMUNITY_TYPE_MIND_SPELLS)) { int HD=GetHitDice(oTarget); if (HD<5) //Apply the VFX impact and effects ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)); else ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink2, oTarget, RoundsToSeconds(nDuration)); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); } } }