Fixed bandit lair spawn waypoints
Remade the bandit shack interior
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48
_module/nss/nw_s1_bltchrdr.nss
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48
_module/nss/nw_s1_bltchrdr.nss
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//::///////////////////////////////////////////////
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//:: Bolt: Charisma Drain
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//:: NW_S1_BltChrDr
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Creature must make a ranged touch attack to hit
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the intended target. Fortitude save is
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needed to avoid effect.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 11 , 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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#include "prc_inc_spells"
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//#include "wm_include"
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void main()
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{
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//if (WildMagicOverride()) { return; }
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//:: Declare major variables
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object oNPC = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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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 nCount = nHD / 3;
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if (nCount == 0) { nCount = 1; }
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int nDamage = d6(nCount);
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effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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effect eBolt;
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_ABILITY_DRAIN_CHARISMA));
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//Make a saving throw check
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if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget))
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{
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eBolt = EffectAbilityDecrease(ABILITY_CHARISMA, nCount);
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eBolt = SupernaturalEffect(eBolt);
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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