Bringing PRC alpha up to parity with PRC35 with the exception of the marker feats, which need to be reworked. Updated PRC alpha release.
47 lines
1.4 KiB
Plaintext
47 lines
1.4 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Aura of Fear
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//:: NW_S1_AuraFear.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Upon entering the aura of the creature the player
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must make a will save or be struck with fear because
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of the creatures presence.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 25, 2001
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//:://////////////////////////////////////////////
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//:: Modified By: Brian Greinke
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//:: Modified On: 2004/01/30
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//:: Re: Added disable/reenable support
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//:://////////////////////////////////////////////
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//:: Modified By: Jaysyn
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//:: Modified On: 2023/02/11
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//:: Re: Added PnP Aura behavior support
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//:://////////////////////////////////////////////
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#include "prc_alterations"
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#include "utl_i_sqluuid"
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void main()
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{
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//:: Declare major variables
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object oMob = GetAreaOfEffectCreator();
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int bPNPAuras = GetPRCSwitch(PRC_PNP_FEAR_AURAS);
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string sMobUUID = GetObjectUUID(oMob);
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//first, look to see if effect is already activated
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if ( GetHasSpellEffect(SPELLABILITY_AURA_FEAR, OBJECT_SELF) )
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{
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PRCRemoveSpellEffects( SPELLABILITY_AURA_FEAR, OBJECT_SELF, OBJECT_SELF );
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return;
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}
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//Set and apply AOE object
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effect eAOE = EffectAreaOfEffect(AOE_MOB_FEAR);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
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}
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