//:://///////////////////////////////////////////// //:: 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(); // Exclude dead creatures if (GetIsDead(oTarget)) { return; } // Exclude dragons 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_INITIATE_DRACONIC, 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); } } }