forked from Jaysyn/PRC8
47 lines
1.4 KiB
Plaintext
47 lines
1.4 KiB
Plaintext
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//::///////////////////////////////////////////////
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//:: Aura of Fear
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//:: NW_S1_AuraFear.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 struck with fear because
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of the creatures presence.
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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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//:: Modified By: Brian Greinke
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//:: Modified On: 2004/01/30
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//:: Re: Added disable/reenable support
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//:://////////////////////////////////////////////
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//:: Modified By: Jaysyn
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//:: Modified On: 2023/02/11
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//:: Re: Added PnP Aura behavior support
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//:://////////////////////////////////////////////
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#include "prc_alterations"
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#include "utl_i_sqluuid"
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void main()
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{
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//:: Declare major variables
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object oMob = GetAreaOfEffectCreator();
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int bPNPAuras = GetPRCSwitch(PRC_PNP_FEAR_AURAS);
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string sMobUUID = GetObjectUUID(oMob);
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//first, look to see if effect is already activated
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if ( GetHasSpellEffect(SPELLABILITY_AURA_FEAR, OBJECT_SELF) )
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{
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PRCRemoveSpellEffects( SPELLABILITY_AURA_FEAR, OBJECT_SELF, OBJECT_SELF );
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return;
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}
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//Set and apply AOE object
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effect eAOE = EffectAreaOfEffect(AOE_MOB_FEAR);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
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}
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