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PRC8/nwn/nwnprc/trunk/scripts/prc_dnc_frauraa.nss
Jaysyn904 d94be0fd42 2026/04/03
Summon Undead now uses PRCGetSpellId().
Ectoplasmic Enhancement now doesn't quit after testing a non-undead.
Warmage no longer has infinite casts of Disrupt Undead.
Crushing Despair now respects Mind Immunity.
Incendiary Cloud now uses MyFirstObjectInShape() and MyNextObjectInShape().
Tweaked prc_s_spellb.nss to always pass oPC to GetSlotCount() since the function is OBJECT_INVALID by default.
Tweaked prc_prereq.nss to always pass oPC to GetSlotCount() since the function is OBJECT_INVALID by default.
Form of Doom's Fear Aura now respects Mind Immunity  and Fear Immunity.
Dread Necromancer's Fear Aura now respects Mind Immunity.
Summon Undead skeletons not how the correct resistances.
Enlighted Fist & Dragon Disciple can now qualify for Improved Spell Resistance.
Cerebremancer can now take Bane Magic.
2026-04-03 14:21:10 -04:00

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//::///////////////////////////////////////////////
//:: Aura of Fear On Enter
//:: NW_S1_AuraFearA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Upon entering the aura of the creature the player
must make a will save or be struck with fear because
of the creatures presence.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
// shaken -2 attack,weapon dmg,save.
// panicked -2 save + flee away ,50 % drop object holding
#include "prc_inc_spells"
void main()
{
//Declare major variables
object oTarget = GetEnteringObject();
effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eDur3 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
int nDC = 10 + (GetLevelByClass(CLASS_TYPE_DREAD_NECROMANCER, GetAreaOfEffectCreator())/2) + GetAbilityModifier(ABILITY_CHARISMA,GetAreaOfEffectCreator());
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()) && GetHitDice(oTarget)<=GetHitDice(GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_FEAR));
//Make a saving throw check
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR) && !GetIsImmune(oTarget, IMMUNITY_TYPE_FEAR) && !GetIsImmune(oTarget, IMMUNITY_TYPE_MIND_SPELLS))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectShaken(), oTarget, RoundsToSeconds(GetLevelByClass(CLASS_TYPE_DREAD_NECROMANCER, GetAreaOfEffectCreator())));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}