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PRC8/nwn/nwnprc/trunk/spells/nw_s1_auracoldc.nss
Jaysyn904 48ca4b8acf 2026/01/21 Update
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().
2026-01-21 16:35:43 -05:00

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//::///////////////////////////////////////////////
//:: Aura of Frost on Heartbeat
//:: NW_S1_AuraColdC.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Prolonged exposure to the aura of the creature
causes frost damage to all within the aura.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nFrost = 1 + (nHD/3);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
effect eDam;
effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
//Get the first target in the aura of cold
oTarget = GetFirstInPersistentObject();
while (GetIsObjectValid(oTarget))
{
/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget))
{
oTarget = GetNextInPersistentObject(OBJECT_SELF);
continue;
} */
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_COLD));
//Roll damage based on the creatures HD
nDamage = d4(nFrost);
//Make a Fortitude save for half
if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_COLD))
{
nDamage = nDamage / 2;
}
//Set the damage effect
eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_COLD);
//Apply the VFX constant and damage effect
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
//Get the next target in the aura of cold
oTarget = GetNextInPersistentObject();
}
}