//:://///////////////////////////////////////////// //:: Aura of Fear //:: NW_S1_AuraFear.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 //::////////////////////////////////////////////// //:: Modified By: Brian Greinke //:: Modified On: 2004/01/30 //:: Re: Added disable/reenable support //::////////////////////////////////////////////// //:: Modified By: Jaysyn //:: Modified On: 2023/02/11 //:: Re: Added PnP Aura behavior support //::////////////////////////////////////////////// // Modified 2004/01/30 (Brian Greinke) // Added disable/reenable support #include "prc_alterations" #include "utl_i_sqluuid" void main() { //:: Declare major variables object oMob = GetAreaOfEffectCreator(); int bPNPAuras = GetPRCSwitch(PRC_PNP_FEAR_AURAS); string sMobUUID = GetObjectUUID(oMob); //first, look to see if effect is already activated if ( GetHasSpellEffect(SPELLABILITY_AURA_FEAR, OBJECT_SELF) ) { PRCRemoveSpellEffects( SPELLABILITY_AURA_FEAR, OBJECT_SELF, OBJECT_SELF ); return; } object oCaster = OBJECT_SELF; if(GetLocalInt(GetArea(OBJECT_SELF), "NOCAST")==2 && !GetIsDM(oCaster)) { //Make them stop what they are doing instantly! AssignCommand(oCaster, ClearAllActions()); //Though the player may show animation, nothing happens! :) //SetModuleOverrideSpellScriptFinished(); FloatingTextStringOnCreature("All spells fizzle in town.", oCaster); return; } /////////////////////////////////////////////////////////////////////////////// //Handle Jail... //NO ITEMS WORK IN JAIL!!! if(GetLocalInt(GetArea(oCaster), "JAIL")==1) { AssignCommand(oCaster, ClearAllActions()); //Though the player may show animation, nothing happens! :) //SetModuleOverrideSpellScriptFinished(); return; } /////////////////////////////////////////////////////////////////////////////// //Set and apply AOE object effect eAOE = EffectAreaOfEffect(AOE_MOB_FEAR); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100)); }