PRC8/nwn/nwnprc/trunk/scripts/prc_dracmars_tgl.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

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//::///////////////////////////////////////////////
//:: Draconic Aura Toggle - Marshal Auras
//:: prc_dracmars_tgl.nss
//::///////////////////////////////////////////////
/*
Toggles draconic auras gained as Major Auras.
*/
//:://////////////////////////////////////////////
//:: Created By: xwarren
//:: Created On: Apr 2, 2011
//:://////////////////////////////////////////////
#include "prc_alterations"
void main()
{
object oPC = OBJECT_SELF;
int nSpellID = GetSpellId();
int nAuraID, iElement;
switch(nSpellID)
{
case SPELL_MARSHAL_AURA_PRESENCE: nAuraID = SPELL_DRACONIC_AURA_PRESENCE; break;
case SPELL_MARSHAL_AURA_TOUGHNESS: nAuraID = SPELL_DRACONIC_AURA_TOUGHNESS; break;
case SPELL_MARSHAL_AURA_SENSES: nAuraID = SPELL_DRACONIC_AURA_SENSES; break;
case SPELL_MARSHAL_AURA_INSIGHT: nAuraID = SPELL_DRACONIC_AURA_INSIGHT; break;
case SPELL_MARSHAL_AURA_RESOLVE: nAuraID = SPELL_DRACONIC_AURA_RESOLVE; break;
case SPELL_MARSHAL_AURA_STAMINA: nAuraID = SPELL_DRACONIC_AURA_STAMINA; break;
case SPELL_MARSHAL_AURA_SWIFTNESS: nAuraID = SPELL_DRACONIC_AURA_SWIFTNESS; break;
case SPELL_MARSHAL_AURA_RESISTACID: nAuraID = SPELL_DRACONIC_AURA_RESISTANCE; iElement = DAMAGE_TYPE_ACID; break;
case SPELL_MARSHAL_AURA_RESISTCOLD: nAuraID = SPELL_DRACONIC_AURA_RESISTANCE; iElement = DAMAGE_TYPE_COLD; break;
case SPELL_MARSHAL_AURA_RESISTELEC: nAuraID = SPELL_DRACONIC_AURA_RESISTANCE; iElement = DAMAGE_TYPE_ELECTRICAL; break;
case SPELL_MARSHAL_AURA_RESISTFIRE: nAuraID = SPELL_DRACONIC_AURA_RESISTANCE; iElement = DAMAGE_TYPE_FIRE; break;
case SPELL_MARSHAL_AURA_MAGICPOWER: nAuraID = SPELL_DRACONIC_AURA_MAGICPOWER; break;
case SPELL_MARSHAL_AURA_ENERGYACID: nAuraID = SPELL_DRACONIC_AURA_ENERGY; iElement = DAMAGE_TYPE_ACID; break;
case SPELL_MARSHAL_AURA_ENERGYCOLD: nAuraID = SPELL_DRACONIC_AURA_ENERGY; iElement = DAMAGE_TYPE_COLD; break;
case SPELL_MARSHAL_AURA_ENERGYELEC: nAuraID = SPELL_DRACONIC_AURA_ENERGY; iElement = DAMAGE_TYPE_ELECTRICAL; break;
case SPELL_MARSHAL_AURA_ENERGYFIRE: nAuraID = SPELL_DRACONIC_AURA_ENERGY; iElement = DAMAGE_TYPE_FIRE; break;
}
if(iElement)
SetLocalInt(oPC, "DraconicAuraElement", iElement);
ActionCastSpellAtObject(nAuraID, oPC, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
}