Fixed CCOH, Fixed starting GP, Fixed DMFI languages, Fix cep weapon appearances, Fixed new player start up system. Added PC deleter. Added ACP 4.1. Full compile. Updated release archive.
62 lines
2.2 KiB
Plaintext
62 lines
2.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Krenshar Fear Stare
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//:: NW_S1_KrenScare
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Causes those in the gaze to be struck with fear
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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
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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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//if (WildMagicOverride()) { return; }
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//:: Declare major variables
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object oNPC = OBJECT_SELF;
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object oTarget;
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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 nMetaMagic = PRCGetMetaMagicFeat();
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float fDelay;
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effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
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effect eFear = EffectFrightened();
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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//Link the fear and mind effects
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effect eLink = EffectLinkEffects(eFear, eMind);
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eLink = EffectLinkEffects(eLink, eDur);
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//Get first target in the spell cone
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oTarget = GetFirstObjectInShape(SHAPE_CONE, 10.0, PRCGetSpellTargetLocation(), TRUE);
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while(GetIsObjectValid(oTarget))
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{
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//Make faction check
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if(GetIsEnemy(oTarget))
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{
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fDelay = GetDistanceToObject(oTarget)/20;
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_KRENSHAR_SCARE));
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//Make a will save
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if(!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR))
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{
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//Apply the linked effects and the VFX impact
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(3)));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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}
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//Get next target in the spell cone
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oTarget = GetNextObjectInShape(SHAPE_CONE, 10.0, PRCGetSpellTargetLocation(), TRUE);
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}
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}
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