Associated Expanded Spells & Abilities from PoA
Associated Expanded Spells & Abilities from PoA. Updated release archive.
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@ -914,6 +914,20 @@
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"value": "prc8_cep3_merge"
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}
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},
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{
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"__struct_id": 8,
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"Mod_Hak": {
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"type": "cexostring",
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"value": "poa_exp_abilities"
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}
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},
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{
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"__struct_id": 8,
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"Mod_Hak": {
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"type": "cexostring",
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"value": "poa_exp_spells"
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}
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},
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{
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"__struct_id": 8,
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"Mod_Hak": {
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@ -1,48 +0,0 @@
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//::///////////////////////////////////////////////
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//:: Aura of Blinding On Enter
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//:: NW_S1_AuraBlndA.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Upon entering the aura of the creature the player
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must make a will save or be blinded because of the
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sheer ugliness or beauty of the creature.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 25, 2001
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//:://////////////////////////////////////////////
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//#include "wm_include"
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#include "prc_inc_spells"
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void main()
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{
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//:: Declare major variables
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object oNPC = GetAreaOfEffectCreator();
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object oTarget = GetEnteringObject();
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int nHD = GetHitDice(oNPC);
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int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
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int nDC = 10 +nCHAMod+ (nHD/2);
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int nDuration = 1 + (nHD/3);
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effect eBlind = EffectBlindness();
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eVis = EffectVisualEffect(VFX_IMP_BLIND_DEAF_M);
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effect eLink = EffectLinkEffects(eBlind, eDur);
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//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
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//Entering object must make a will save or be blinded for the duration.
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if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_BLINDING));
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if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC))
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{
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//Apply the blind effect and the VFX impact
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
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}
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}
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}
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@ -1,62 +0,0 @@
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//::///////////////////////////////////////////////
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//:: Aura of Frost on Heartbeat
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//:: NW_S1_AuraColdC.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Prolonged exposure to the aura of the creature
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causes frost damage to all within the aura.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 25, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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//#include "wm_include"
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#include "prc_inc_spells"
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void main()
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{
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//:: Declare major variables
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object oNPC = GetAreaOfEffectCreator();
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object oTarget = GetEnteringObject();
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int nHD = GetHitDice(oNPC);
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int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
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int nFrost = 1 + (nHD/3);
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int nDC = 10 +nCHAMod+ (nHD/2);
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int nDamage;
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effect eDam;
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effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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//Get the first target in the aura of cold
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oTarget = GetFirstInPersistentObject();
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while (GetIsObjectValid(oTarget))
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{
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/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget))
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{
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oTarget = GetNextInPersistentObject(OBJECT_SELF);
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continue;
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} */
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if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_COLD));
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//Roll damage based on the creatures HD
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nDamage = d4(nFrost);
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//Make a Fortitude save for half
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if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_COLD))
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{
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nDamage = nDamage / 2;
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}
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//Set the damage effect
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_COLD);
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//Apply the VFX constant and damage effect
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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//Get the next target in the aura of cold
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oTarget = GetNextInPersistentObject();
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}
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}
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@ -1,58 +0,0 @@
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//::///////////////////////////////////////////////
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//:: Aura of Electricity on Heartbeat
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//:: NW_S1_AuraElecC.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Prolonged exposure to the aura of the creature
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causes electrical damage to all within the aura.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 25, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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//#include "wm_include"
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#include "prc_inc_spells"
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void main()
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{
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//:: Declare major variables
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object oNPC = GetAreaOfEffectCreator();
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int nHD = GetHitDice(oNPC);
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int nZap = 1 + (nHD / 3);
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int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
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int nDC = 10 + nCHAMod + (nHD/2);
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int nDamage;
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effect eDam;
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effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
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//Get first target in spell area
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object oTarget = GetFirstInPersistentObject();
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while (GetIsObjectValid(oTarget))
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{
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/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget))
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{
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oTarget = GetNextInPersistentObject(OBJECT_SELF);
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continue;
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} */
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if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
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{
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nDamage = d4(nZap);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_AURA_ELECTRICITY));
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//Make a saving throw check
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if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_ELECTRICITY))
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{
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nDamage = nDamage / 2;
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}
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL);
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//Apply the VFX impact and effects
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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//Get next target in spell area
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oTarget = GetNextInPersistentObject();
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}
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}
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//::///////////////////////////////////////////////
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//:: Aura of Fire on Heartbeat
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//:: NW_S1_AuraFireC.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Prolonged exposure to the aura of the creature
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causes fire damage to all within the aura.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 25, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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//#include "wm_include"
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#include "prc_inc_spells"
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void main()
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{
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//:: Declare major variables
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object oNPC = GetAreaOfEffectCreator();
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object oTarget = GetFirstInPersistentObject(); //:: Get first target in spell area
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int nHD = GetHitDice(oNPC);
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int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
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int nBurn = 1 + (nHD/3);
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int nDC = 10 +nCHAMod+ (nHD/2);
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int nDamage;
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int nDamSave;
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effect eDam;
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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while(GetIsObjectValid(oTarget))
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{
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/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget))
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{
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oTarget = GetNextInPersistentObject(OBJECT_SELF);
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continue;
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} */
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if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_FIRE));
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//Roll damage
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nDamage = d4(nBurn);
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//Make a saving throw check
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if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_FIRE))
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{
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nDamage = nDamage / 2;
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}
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//Set the damage effect
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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}
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//Get next target in spell area
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oTarget = GetNextInPersistentObject();
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}
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}
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//::///////////////////////////////////////////////
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//:: Aura of Menace On Enter
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//:: NW_S1_AuraMencA.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Upon entering the aura all those that fail
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a will save are stricken with Doom.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 25, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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//#include "wm_include"
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#include "prc_inc_spells"
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void main()
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{
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//:: Declare major variables
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object oNPC = GetAreaOfEffectCreator();
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object oTarget = GetEnteringObject();
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//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
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int nDuration = 1 + (GetHitDice(oNPC)/3);
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int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
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int nDC = 10 +nCHAMod+ (GetHitDice(oNPC)/2);
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int nLevel = GetCasterLevel(OBJECT_SELF);
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int nMetaMagic = PRCGetMetaMagicFeat();
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effect eVis = EffectVisualEffect(VFX_IMP_DOOM);
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effect eLink = CreateDoomEffectsLink();
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if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_AURA_MENACE));
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//Spell Resistance and Saving throw
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if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC))
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink , oTarget, TurnsToSeconds(nDuration));
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}
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}
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}
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@ -1,35 +0,0 @@
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//::///////////////////////////////////////////////
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//:: Aura of Protection: On Enter
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//:: NW_S1_AuraProtA.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Acts as a double strength Magic Circle against
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evil and a Minor Globe for those friends in
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the area.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On:Jan 8, 2002, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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//#include "wm_include"
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void main()
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{
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//Declare major variables
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effect eProt = CreateProtectionFromAlignmentLink(ALIGNMENT_EVIL);
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effect eGlobe = EffectSpellLevelAbsorption(3, 0);
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effect eDur = EffectVisualEffect(VFX_DUR_GLOBE_MINOR);
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effect eLink = EffectLinkEffects(eProt, eGlobe);
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eLink = EffectLinkEffects(eLink, eDur);
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object oTarget = GetEnteringObject();
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//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
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//Faction Check
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if(GetIsFriend(oTarget, GetAreaOfEffectCreator()))
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{
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget);
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}
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}
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