Files
PRC8/nwn/nwnprc/trunk/newspellbook/tob_wtrn_swarmtc.nss
Jaysyn904 3ebdc0ba62 2025/12/14 Update
Spellfire Channeler was missing Improved Healing at 2nd level.
Added "Crafted Vial" CWI crafting baseitem type.
Added Craft Scepter crafting feat.
Added Magical Artisan: Craft Scepter.
Adjusted Hemp Rope label in iprp_material.2da & iprp_matcost.2da
Added Aroma of Death CWI crafting item and spell to support it.
Added Beetle Elixir CWI crafting item and spells to support it.
Added Harness of Armor CWI crafting item.
Swarm Tactics was missing a heartbeat script.
Added crafted descriptions for all CWI items in craft_wondrous.2da
Updated fileends for updated crafting options.
Scepters count as clubs for feats.
Gated errant DEBUG in prc_inc_nat_hb.
Added new switches for scepter crafitng.
Updated PRC Options magic supplies store for new crafting bastitems.
2025-12-14 16:50:21 -05:00

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/*
----------------
Swarm Tactics, Heartbeat
tob_wtrn_swarmtc.nss
----------------
2025-12-11 23:47:04 by Jaysyn
*/ /** @file
Swarm Tactics
White Raven (Stance)
Level: Crusader 5, Warblade 5
Prerequisite: One White Raven maneuver
Initiation Action: 1 Swift Action
Range: 60 ft.
Area: 60 ft.
Duration: Stance.
Your quick directions enable close teamwork between you and an ally.
At your urging, your allies seize the initiative and work in close
coordination with you to defeat an enemy.
Any creature you threaten takes a -5 penalty to armour class.
*/
#include "tob_inc_tobfunc"
#include "tob_movehook"
//#include "prc_alterations"
void main()
{
//Declare major variables
object oTarget = GetFirstInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
object oCreator = GetAreaOfEffectCreator();
effect eAC = EffectACDecrease(5);
eAC = ExtraordinaryEffect(eAC);
// Loop through all creatures in the AoE
while(GetIsObjectValid(oTarget))
{
// Targets it can apply to - must be perceived, enemy, and in melee range
if (GetIsEnemy(oTarget, oCreator) &&
GetIsInMeleeRange(oTarget, oCreator) &&
(GetObjectSeen(oTarget, oCreator) || GetObjectHeard(oTarget, oCreator)))
{
// One round at a time.
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAC, oTarget, 6.0f);
}
//Get next target in the AoE
oTarget = GetNextInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
}
}