Horsefly Swamp update
Creatures & encounter tables to support Horsefly swamp expansion.
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80
_module/nss/wwclaw.nss
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80
_module/nss/wwclaw.nss
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#include "NW_I0_SPELLS"
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#include "prc_inc_spells"
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void DoConDamage(object oTarget, object oCaster)
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{
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if ( !GetIsObjectValid(oTarget) )
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return;
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effect eVis = EffectVisualEffect(VFX_IMP_FROST_L);
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int nDam = 4;
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effect eCon = EffectAbilityDecrease(ABILITY_CONSTITUTION,nDam);
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eCon = SupernaturalEffect(eCon);
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int bKillEm = FALSE;
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if ( !GetIsPC(oTarget) || GetGameDifficulty() == GAME_DIFFICULTY_CORE_RULES
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|| GetGameDifficulty() == GAME_DIFFICULTY_DIFFICULT )
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bKillEm = TRUE;
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int nCon = GetAbilityScore(oTarget,ABILITY_CONSTITUTION);
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if ( ( nCon - nDam ) < 3 && bKillEm )
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{
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effect eVis2 = EffectVisualEffect(VFX_IMP_DEATH);
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effect eHP = EffectDamage( 9999 , DAMAGE_TYPE_MAGICAL , DAMAGE_POWER_PLUS_TWENTY);
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effect eDeath = EffectDeath();
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis2,oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eDeath,oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eHP,oTarget);
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}
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis,oTarget);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT,eCon,oTarget);
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effect eHeal = EffectHeal(10);
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effect eHealVis = EffectVisualEffect(VFX_IMP_HEALING_S);
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if ( !GetIsImmune(oTarget,IMMUNITY_TYPE_ABILITY_DECREASE) )
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eHeal,oCaster);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eHealVis,oCaster);
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}
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}
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int DoBlight(object oTarget, object oCaster, float fDelay = 0.0 )
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{
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if ( !GetIsObjectValid(oTarget) )
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return FALSE;
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if ( !PRCMySavingThrow(SAVING_THROW_FORT,oTarget,35,SAVING_THROW_TYPE_NONE,oCaster,fDelay) )
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{
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DelayCommand(fDelay,DoConDamage(oTarget,oCaster));
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return TRUE;
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}
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else
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{
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return FALSE;
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}
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}
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void main()
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{
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object oTarget = PRCGetSpellTargetObject();
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object oCaster = OBJECT_SELF;
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/* int bIsPoisoned = GetLocalInt(oTarget,"IsPoisoned");
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if ( bIsPoisoned )
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return; */
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if ( GetLocalInt(oTarget,"BlightFire") )
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{
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return;
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}
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int bResult = DoBlight(oTarget,oCaster);
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float fDelay = 6.0;
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SetLocalInt(oTarget,"BlightFire",1);
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while ( bResult && fDelay <= 30.0 )
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{
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bResult = DoBlight(oTarget,oCaster,fDelay);
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fDelay += 6.0;
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}
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DelayCommand(fDelay,SetLocalInt(oTarget,"BlightFire",0));
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}
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