Horsefly Swamp update
Creatures & encounter tables to support Horsefly swamp expansion.
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76
_module/nss/xix_hit.nss
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76
_module/nss/xix_hit.nss
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#include "NW_I0_SPELLS"
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#include "prc_inc_spells"
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void DoFreeze(object oTarget, object oCaster)
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{
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effect eImp = EffectVisualEffect(VFX_IMP_FROST_S);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eImp,oTarget);
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// Slow effect
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effect eVis = EffectVisualEffect(VFX_DUR_ICESKIN);
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effect eSlow = EffectSlow();
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = EffectLinkEffects(eSlow,eVis);
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eLink = EffectLinkEffects(eLink,eDur);
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int nDC = 10 + GetHitDice(oCaster) /2 + GetAbilityModifier(ABILITY_CHARISMA);
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if ( !PRCMySavingThrow(SAVING_THROW_FORT,oTarget,nDC,SAVING_THROW_TYPE_COLD,oCaster) )
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{
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eLink,oTarget,RoundsToSeconds(10));
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}
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}
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void DoAbilityDamage(object oTarget, object oCaster)
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{
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// Con Damage
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int nDam = 4;
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int nType = ABILITY_CONSTITUTION;
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effect eDam = EffectAbilityDecrease(nType,nDam);
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eDam = SupernaturalEffect(eDam);
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eDam = ExtraordinaryEffect(eDam);
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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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ApplyEffectToObject(DURATION_TYPE_PERMANENT,eDam,oTarget);
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if ( GetIsImmune(oTarget,IMMUNITY_TYPE_ABILITY_DECREASE) )
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return;
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effect eHeal = EffectHeal(20);
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effect eHealVis = EffectVisualEffect(VFX_IMP_HEALING_M);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eHeal,oCaster);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eHealVis,oCaster);
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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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}
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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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DoFreeze(oTarget,oCaster);
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DelayCommand(0.1,DoAbilityDamage(oTarget,oCaster));
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}
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