Added Dynamic Kobolds
Added Dynamic Kobolds. Fixed ghoul / wight texture. Added Jann model. Made PnP Zombie, Ghoul, Ghast, Wight & Mohrg creatures. Full Compile
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55
_module/nss/paralyze_onhit.nss
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55
_module/nss/paralyze_onhit.nss
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//::
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//:: paralyze_onhit.nss
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//::
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//:: Modified by: Jaysyn 20221215
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//::
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#include "NW_I0_GENERIC"
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#include "nw_i0_spells"
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#include "nw_i0_plot"
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#include "prc_inc_racial"
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void DoParalyze(object oTarget, object oCaster)
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{
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//:: Setup Paralysis
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effect eVis2 = EffectVisualEffect(VFX_IMP_NIGHTMARE_HEAD_HIT);
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effect ePara = EffectParalyze();
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ePara = SupernaturalEffect(ePara);
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//:: Apply Paralysis
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ePara, oTarget, TurnsToSeconds(d4()));
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}
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void main()
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{
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//:: Declare major variables
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object oCaster = OBJECT_SELF ; //:: Where the spell came from
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object oTarget = GetSpellTargetObject(); //:: What the spell is aimed at
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int nRaceType = MyPRCGetRacialType(oTarget);
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int nChaMod = GetAbilityModifier(5, oCaster);
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int nMobHD = GetHitDice(oCaster);
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int nDC = 10 + (nMobHD / 2) + nChaMod;
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int nSave = FortitudeSave( oTarget, nDC );
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//:: Check for Paralysis Immunity
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if ( GetIsImmune(oTarget, IMMUNITY_TYPE_PARALYSIS) )
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{
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SendMessageToPC(oTarget, "Immune to paralysis.");
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return;
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}
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//:: Saving throw
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if ( nSave )
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return;
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//:: if you got this far, you're paralyzed.
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DelayCommand(0.1, DoParalyze(oTarget, oCaster));
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}
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