Swapped Disciple of Asmodeus' Summon Glabrezu for Summon Pit Fiend. Glabrezu aren't devils. Wisplings can qualify for Warsling Sniper. Added Maeluth planetouched racialtype. Maeluth can qualify for Dwarven Defender. Ollam and Ironsoul Forgemaster. Added Mechanatrix planetouched racialtype. Updated creature aura scripts to use PRCEffectDamage(), SPApplyEffectToObject() & PRCMySavingThrow().
63 lines
2.1 KiB
Plaintext
63 lines
2.1 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Aura of Frost on Heartbeat
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//:: NW_S1_AuraColdC.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Prolonged exposure to the aura of the creature
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causes frost damage to all within the aura.
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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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#include "NW_I0_SPELLS"
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//#include "wm_include"
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#include "prc_inc_spells"
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void main()
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{
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//:: Declare major variables
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object oNPC = GetAreaOfEffectCreator();
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object oTarget = GetEnteringObject();
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int nHD = GetHitDice(oNPC);
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int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
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int nFrost = 1 + (nHD/3);
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int nDC = 10 +nCHAMod+ (nHD/2);
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int nDamage;
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effect eDam;
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effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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//Get the first target in the aura of cold
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oTarget = GetFirstInPersistentObject();
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while (GetIsObjectValid(oTarget))
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{
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/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget))
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{
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oTarget = GetNextInPersistentObject(OBJECT_SELF);
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continue;
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} */
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if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_COLD));
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//Roll damage based on the creatures HD
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nDamage = d4(nFrost);
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//Make a Fortitude save for half
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if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_COLD))
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{
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nDamage = nDamage / 2;
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}
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//Set the damage effect
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eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_COLD);
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//Apply the VFX constant and damage effect
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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//Get the next target in the aura of cold
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oTarget = GetNextInPersistentObject();
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}
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}
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