PRC8/nwn/nwnprc/trunk/newspellbook/moi_mld_frsthltm.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
Updated AMS marker feats.  Removed arcane & divine marker feats.  Updated Dread Necromancer for epic progression. Updated weapon baseitem models.  Updated new weapons for crafting & npc equip.
 Updated prefix.  Updated release archive.
2024-02-11 14:01:05 -05:00

39 lines
1.7 KiB
Plaintext
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*
3/1/20 by Stratovarius
Frost Helm Totem Bind
Your frost helm fuses to your head and seems to spread downward, changing the appearance of your upper face to resemble the head of a frost worm.
Your eyes meld into the helms strange nodule, your cheeks twist into lumpy protrusions, and the skin of your face grows thick and blue-white.
As a standard action, you can produce a trilling sound that stuns opponents within 20 feet. You can target one creature plus one additional creature
per point of essentia you invest in your frost helm. Targets must succeed on a Will save or be stunned for 1d4 rounds.
*/
#include "moi_inc_moifunc"
void main()
{
object oMeldshaper = OBJECT_SELF;
int nEssentia = GetEssentiaInvested(oMeldshaper, MELD_FROST_HELM)+1;
int nDC = GetMeldshaperDC(oMeldshaper, CLASS_TYPE_TOTEMIST, MELD_FROST_HELM);
int nMeldshaperLvl = GetMeldshaperLevel(oMeldshaper, CLASS_TYPE_TOTEMIST, MELD_FROST_HELM);
float fDist = FeetToMeters(20.0);
location lTarget = GetLocation(oMeldshaper);
int nCount;
object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE);
while(GetIsObjectValid(oTarget) && nCount != nEssentia)
{
if(spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oMeldshaper))
{
if (!PRCDoResistSpell(oMeldshaper, oTarget, nMeldshaperLvl))
{
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SONIC))
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectStunned(), oTarget, RoundsToSeconds(d4()));
}
nCount++;
}
oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE);
}
}