PoA_PRC8/_module/nss/blaspheme_bite.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 "prc_inc_spells"
void DoStrDamage( object oTarget )
{
int nDam = d6();
effect eStr = EffectAbilityDecrease(ABILITY_STRENGTH, nDam);
eStr = SupernaturalEffect(eStr);
effect eVis = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE);
ApplyEffectToObject(DURATION_TYPE_PERMANENT,eStr,oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis,oTarget);
}
void main()
{
object oOrigin = OBJECT_SELF ; // Where the spell came from
object oTarget = PRCGetSpellTargetObject(); // What the spell is aimed at
int nAlign = GetAlignmentGoodEvil(oTarget);
if ( nAlign == ALIGNMENT_EVIL )
return;
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eDaze = EffectDazed();
effect eVis2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eDaze,eVis2);
eLink = EffectLinkEffects(eLink,eDur);
ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis,oTarget);
// ApplyEffectToObject(DURATION_TYPE_PERMANENT,eStr,oTarget);
DelayCommand(0.1, DoStrDamage(oTarget));
ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eLink,oTarget,RoundsToSeconds(1));
}