Files
PRC8/nwn/nwnprc/trunk/scripts/curdled_death_c.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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//::///////////////////////////////////////////////
//:: Aroma of Curdled Death: Heartbeat
//:: FileName: curdled_death_c.nss
//::///////////////////////////////////////////////
/*
Applies recurring effects each round to creatures
remaining in the cloud.
*/
//::///////////////////////////////////////////////
#include "prc_inc_spells"
void main()
{
DoDebug("Entering curdled_death_c / onHeartbeat.");
// Check if creator is still valid
if(!GetIsObjectValid(GetAreaOfEffectCreator()))
{
DestroyObject(OBJECT_SELF);
return;
}
object oTarget;
object oCreator = GetAreaOfEffectCreator();
// Cycle through all creatures in the AoE
oTarget = GetFirstInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
while(GetIsObjectValid(oTarget))
{
// Skip the creator (immune)
if(oTarget != oCreator &&
spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oCreator))
{
int nHD = GetHitDice(oTarget);
// Signal spell cast at target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_CLOUDKILL));
// Apply effects based on HD
if(nHD <= 3)
{
// Already dead from OnEnter, but check anyway
if(!GetIsImmune(oTarget, IMMUNITY_TYPE_DEATH))
{
effect eDeath = EffectDeath();
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget);
}
}
else if(nHD >= 4 && nHD <= 6)
{
// Fort save or die each round
if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, 17, SAVING_THROW_TYPE_DEATH, OBJECT_SELF))
{
effect eDeath = EffectDeath();
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
else
{
// 7+ HD: Constitution damage each round
int nDam = d4();
if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, 17, SAVING_THROW_TYPE_SPELL, OBJECT_SELF))
{
// Full damage
AssignCommand(oCreator, ApplyAbilityDamage(oTarget, ABILITY_CONSTITUTION, nDam, DURATION_TYPE_TEMPORARY, TRUE, -1.0f));
}
else
{
// Half damage on successful save
AssignCommand(oCreator, ApplyAbilityDamage(oTarget, ABILITY_CONSTITUTION, nDam / 2, DURATION_TYPE_TEMPORARY, TRUE, -1.0f));
}
effect eNeg = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eNeg, oTarget);
}
}
oTarget = GetNextInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
}
}