PoA_PRC8/_module/nss/bleakaura2.nss
Jaysyn904 bfbbd2f1ac Major update
Added several new undead models & facelifted overrides for other models.  Added dozens of new undead creatures from Libris Mortis & the monster manuals.  Added CODI Core AI.  Added NESS spawner system.  Added randomized respawning trap system.  Added undead feeding system.  Greatly revamped Catacombs & Halls of the Dead.  Updated nimtools.  Full compile.  Updated release archive.
2024-04-07 01:06:57 -04:00

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#include "nw_i0_spells"
#include "prc_inc_spells"
void main()
{
//Declare major variables
int nDam;
effect eDam;
object oCaster = GetAreaOfEffectCreator();
effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
effect eVis3 = EffectVisualEffect(VFX_IMP_HEALING_S);
effect eHeal = EffectHeal(10);
object oTarget = GetFirstInPersistentObject();
while(GetIsObjectValid(oTarget))
{
if(GetIsEnemy(oTarget, oCaster))
{
if ( PRCMySavingThrow(SAVING_THROW_FORT, oTarget, 16, SAVING_THROW_TYPE_COLD, oCaster) )
nDam = d6();
else
nDam = d6(2);
if ( nDam > 0 )
{
eDam = EffectDamage(nDam,DAMAGE_TYPE_COLD);
ApplyEffectToObject(DURATION_TYPE_INSTANT,eDam,oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis,oTarget);
int nFlag = GetLocalInt(oCaster,"AURA_STATE");
if ( nFlag == 0 )
{
SetLocalInt(oCaster,"AURA_STATE",1);
ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis3,oCaster);
ApplyEffectToObject(DURATION_TYPE_INSTANT,eHeal,oCaster);
}
}
}
oTarget = GetNextInPersistentObject();
}
}