Initial Commit

Initial Commit [v1.32PRC8]
This commit is contained in:
Jaysyn904
2025-04-03 13:38:45 -04:00
parent 1213977d8c
commit b464d8da05
6922 changed files with 6176025 additions and 2 deletions

View File

@@ -0,0 +1,203 @@
2DA V2.0
0_Melee 1_Ranged 2_Thrown 3_Staves 4_Rods 5_Ammo 6_Arm_Shld 7_Helm 8_Potions 9_Scrolls 10_Wands 11_Thieves 12_TrapKits 13_Hide 14_Claw 15_Misc_Uneq 16_Misc 17_No_Props 18_Containers 19_HealerKit 20_Torch 21_Glove StringRef Label
0 1 1 1 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 649 Ability_Bonus
1 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 652 AC_Bonus
2 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 653 AC_Bonus_vs_Alignment_Group
3 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 654 AC_Bonus_vs_Damage_Type
4 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 651 AC_Bonus_vs_Racial_Group
5 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 655 AC_Bonus_vs_Specific_Alignment
6 1 1 1 1 **** 1 **** **** **** **** **** **** **** 1 1 **** **** **** **** **** **** 1 659 Enhancement_Bonus
7 1 1 1 1 **** 1 **** **** **** **** **** **** **** 1 1 **** **** **** **** **** **** 1 656 Enhancement_Bonus_vs_Alignment_Group
8 1 1 1 1 **** 1 **** **** **** **** **** **** **** 1 1 **** **** **** **** **** **** 1 657 Enchancement_Bonus_vs_Racial_Group
9 1 1 1 1 **** 1 **** **** **** **** **** **** **** 1 1 **** **** **** **** **** 1 1 658 Enhancement_Bonus_vs_Specific_Alignement
10 1 1 1 1 **** 1 1 **** **** **** **** **** **** 1 1 **** **** **** **** **** 1 1 660 Attack_Penalty
11 1 1 1 1 1 1 1 1 **** **** 1 **** **** **** **** 1 1 **** 1 **** 1 1 661 Base_Item_Weight_Reduction
12 1 1 1 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 662 Bonus_Feat
13 1 1 1 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 663 Bonus_Spell_Slot_of_Level_n
14 **** **** **** **** **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** 1 **** 667 Boomerang
15 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** 1 1 **** **** 1 1 1 668 Cast_Spell
16 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** 1 1 650 Damage_Bonus
17 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** 1 1 670 Damage_Bonus_vs_Alignment_Group
18 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** 1 1 673 Damage_Bonus_vs_Racial_Group
19 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** 1 1 675 Damage_Bonus_vs_Specific_Alignment
20 1 1 **** 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 680 Damage_Immunity
21 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** 1 1 672 Damage_Penalty
22 1 1 **** 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 674 Damage_Reduction
23 1 1 **** 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 681 Damage_Resistance
24 1 1 1 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 696 Damage_Vulnerability
25 **** **** **** **** **** 1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** 748 Dancing
26 1 1 1 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 1493 Darkvision
27 1 1 1 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 677 Decreased_Ability_Score
28 1 1 1 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 678 Decreased_AC
29 1 1 1 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 679 Decreased_Skill_Modifier
30 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 676 Double_Stack
31 **** **** **** **** **** 1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** Enhanced_Container:_Bonus_Slots
32 **** **** **** **** **** 1 **** **** **** **** **** **** **** **** **** **** **** **** 1 **** 1 **** 728 Enhanced_Container:_Reduced_Weight
33 1 **** **** 1 **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** 1 1 669 Extra_Melee_Damage_Type
34 **** 1 1 **** **** 1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** 671 Extra_Ranged_Damage_Type
35 1 1 1 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 704 Haste
36 1 **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 1023 Holy_Avenger
37 1 1 **** 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 1022 Immunity
38 1 1 **** 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 710 Improved_Evasion
39 1 1 1 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 666 Improved_Magic_Resistance
40 1 1 **** 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 711 Improved_Saving_Throws
41 1 1 **** 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 712 Improved_Saving_Throws:_Specific
42 **** **** **** **** **** 1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
43 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 1 713 Keen_Blade
44 1 1 1 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 714 Light
45 **** 1 1 **** **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 1500 Mighty
46 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 721 Mind_Blank
47 1 1 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 1 722 No_Damage
48 1 **** 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** 1 1 723 On_Hit_Properties
49 1 1 1 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 726 Reduced_Saving_Throws
50 1 1 1 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 727 Reduced_Saving_Throws_Specific
51 1 1 **** 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 729 Regeneration
52 1 1 1 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 731 Skill_Bonus
53 1 1 **** 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 733 Spell_Immunity
54 1 1 **** 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 730 Spell_School_Immunity
55 **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** **** **** **** 1492 Thieves_Tools
56 1 1 1 1 **** 1 **** **** **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 735 Attack_Bonus
57 1 1 1 1 **** **** **** **** **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 734 Attack_Bonus_vs_Alignment_Group
58 1 1 1 1 **** **** **** **** **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 737 Attack_Bonus_vs_Racial_Group
59 1 1 1 1 **** **** **** **** **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 738 Attack_Bonus_vsSpecific_Alignment
60 1 1 1 1 **** **** 1 **** **** **** **** **** **** 1 1 **** **** **** **** **** 1 1 736 To_Hit_Penalty
61 **** 1 **** **** **** 1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 739 Unlimited_Ammunition
62 1 1 1 1 1 1 1 1 1 1 1 **** **** **** **** 1 1 **** **** **** 1 1 715 Use_Limitation_Alignment_Group
63 1 1 1 1 1 1 1 1 1 1 1 **** **** **** **** 1 1 **** **** **** 1 1 716 Use_Limitation_Class
64 1 1 1 1 1 1 1 1 1 1 1 **** **** **** **** 1 1 **** **** **** 1 1 724 Use_Limitation_Racial_Type
65 1 1 1 1 1 1 1 1 1 1 1 **** **** **** **** 1 1 **** **** **** 1 1 717 Use_Limitation_Specific_Alignment
66 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 718 Use_Limitation_Tileset
67 1 **** 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 1 732 Vampiric_Regeneration
68 **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** **** Vorpal_Blade
69 **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 1 **** Wounding
70 **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** **** **** 1663 Trap
71 1 1 **** 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 1775 TRUE_Seeing
72 **** **** 1 **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 1776 On_Monster_Hit
73 **** **** **** **** **** **** **** **** **** **** **** **** **** 1 1 **** **** **** **** **** **** **** 1777 Turn_Resistance
74 1 1 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 1 1778 Massive_Criticals
75 1 1 **** 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 1779 Freedom_of_Movement
76 **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 879 Poison
77 1 **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 5060 Monster_Damage
78 1 1 **** 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 5604 Immunity_to_Spells_by_Level
79 **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** **** 6637 Special_Walk
80 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** 8338 Healers_Kit
81 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 58325 Weight_Increase
82 1 **** 1 1 **** 1 1 **** **** **** **** **** **** 1 1 **** **** **** **** **** 1 1 723 On_Hit_Cast_Spell
83 1 1 1 1 **** 1 1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 723 Visual_Effect
84 **** **** **** 1 **** **** 1 **** **** **** **** **** **** 1 **** **** 1 **** **** **** 1 1 84321 Arcane_Spell_Failure
85 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** 1 1 1 1 111772 Material
86 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** 1 1 1 1 111853 Quality
87 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** 1 1 1 1 111871 Additional_Property
88 1 1 1 1 1 1 1 1 **** 1 1 **** **** **** **** 1 1 **** **** **** **** 1 16825170 Use_Limitation_All_Spells
89 1 1 1 1 1 1 1 1 **** 1 1 **** **** **** **** 1 1 **** **** **** **** 1 16825171 Use_Limitation_Arcane_Spells
90 1 1 1 1 1 1 1 1 **** 1 1 **** **** **** **** 1 1 **** **** **** **** 1 16825172 Use_Limitation_Divine_Spells
91 1 1 1 1 1 1 1 1 **** 1 1 **** **** **** **** 1 1 **** **** **** **** 1 16825173 Use_Limitation_Sneak
92 1 1 **** 1 1 **** 1 1 1 1 1 **** **** 1 **** 1 1 **** **** **** **** 1 16824992 Spell_metamagic
93 1 1 **** 1 1 **** 1 1 1 1 1 **** **** 1 **** 1 1 **** **** **** **** 1 16824961 Spell_DC
94 1 1 **** 1 1 **** 1 1 1 1 1 **** **** 1 **** 1 1 **** **** **** **** 1 16824964 Spell_level
95 1 1 1 1 1 1 1 1 **** 1 1 **** **** **** **** 1 1 **** **** **** **** 1 16825167 Use_Limitation_Ability
96 1 1 1 1 1 1 1 1 **** 1 1 **** **** **** **** 1 1 **** **** **** **** 1 16825168 Use_Limitation_Skill
97 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** bio_reserved
98 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** bio_reserved
99 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** bio_reserved
100 1 1 1 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 16826695 AreaEffect
101 1 **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 16832064 PnP_Holy_Avenger
102 1 1 1 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 663 Wizardry
103 1 1 1 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 663 Divinity
104 1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16834308 Echoblade
105 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
106 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
107 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
108 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
109 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
110 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
111 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
112 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
113 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
114 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
115 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
116 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
117 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
118 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
119 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
120 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Decrease_Value_1
121 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Decrease_Value_10
122 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Decrease_Value_100
123 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Decrease_Value_1000
124 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Decrease_Value_10000
125 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Decrease_Value_100000
126 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Decrease_Value_1000000
127 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Decrease_Value_10000000
128 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Increase_Value_1000
129 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Increase_Value_10000
130 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Increase_Value_100000
131 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Increase_Value_1000000
132 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Increase_Value_10000000
133 1 1 **** 1 1 **** 1 1 **** **** 1 **** **** 1 1 **** 1 **** **** **** **** 1 16833551 Spd_Increase
134 1 1 **** 1 1 **** 1 1 **** **** 1 **** **** 1 1 **** 1 **** **** **** **** 1 16833552 Spd_Decrease
135 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
136 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
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146 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
147 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
148 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
149 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
150 1 1 1 1 1 1 1 1 **** 1 1 **** **** **** **** 1 1 **** **** **** 1 1 716 Use_Limitation_Gender
151 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** D20MODERN_RESERVED
152 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** D20MODERN_RESERVED
153 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** D20MODERN_RESERVED
154 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** D20MODERN_RESERVED
155 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 16808167 Value_Decrease
156 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 16808170 Value_Increase
157 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
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169 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
170 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
171 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
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177 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
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181 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
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188 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
189 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
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192 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
193 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** cep_reserved
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@@ -0,0 +1,48 @@
//::///////////////////////////////////////////////
//:: Aura of Blinding On Enter
//:: NW_S1_AuraBlndA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Upon entering the aura of the creature the player
must make a will save or be blinded because of the
sheer ugliness or beauty of the creature.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD/3);
effect eBlind = EffectBlindness();
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eVis = EffectVisualEffect(VFX_IMP_BLIND_DEAF_M);
effect eLink = EffectLinkEffects(eBlind, eDur);
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
//Entering object must make a will save or be blinded for the duration.
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_BLINDING));
if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC))
{
//Apply the blind effect and the VFX impact
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
}
}
}

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@@ -0,0 +1,62 @@
//::///////////////////////////////////////////////
//:: Aura of Frost on Heartbeat
//:: NW_S1_AuraColdC.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Prolonged exposure to the aura of the creature
causes frost damage to all within the aura.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nFrost = 1 + (nHD/3);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
effect eDam;
effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
//Get the first target in the aura of cold
oTarget = GetFirstInPersistentObject();
while (GetIsObjectValid(oTarget))
{
/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget))
{
oTarget = GetNextInPersistentObject(OBJECT_SELF);
continue;
} */
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_COLD));
//Roll damage based on the creatures HD
nDamage = d4(nFrost);
//Make a Fortitude save for half
if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_COLD))
{
nDamage = nDamage / 2;
}
//Set the damage effect
eDam = EffectDamage(nDamage, DAMAGE_TYPE_COLD);
//Apply the VFX constant and damage effect
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
//Get the next target in the aura of cold
oTarget = GetNextInPersistentObject();
}
}

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@@ -0,0 +1,58 @@
//::///////////////////////////////////////////////
//:: Aura of Electricity on Heartbeat
//:: NW_S1_AuraElecC.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Prolonged exposure to the aura of the creature
causes electrical damage to all within the aura.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
int nHD = GetHitDice(oNPC);
int nZap = 1 + (nHD / 3);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 + nCHAMod + (nHD/2);
int nDamage;
effect eDam;
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
//Get first target in spell area
object oTarget = GetFirstInPersistentObject();
while (GetIsObjectValid(oTarget))
{
/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget))
{
oTarget = GetNextInPersistentObject(OBJECT_SELF);
continue;
} */
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
nDamage = d4(nZap);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_AURA_ELECTRICITY));
//Make a saving throw check
if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_ELECTRICITY))
{
nDamage = nDamage / 2;
}
eDam = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL);
//Apply the VFX impact and effects
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
//Get next target in spell area
oTarget = GetNextInPersistentObject();
}
}

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//::///////////////////////////////////////////////
//:: Aura of Fire on Heartbeat
//:: NW_S1_AuraFireC.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Prolonged exposure to the aura of the creature
causes fire damage to all within the aura.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetFirstInPersistentObject(); //:: Get first target in spell area
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nBurn = 1 + (nHD/3);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
int nDamSave;
effect eDam;
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
while(GetIsObjectValid(oTarget))
{
/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget))
{
oTarget = GetNextInPersistentObject(OBJECT_SELF);
continue;
} */
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_FIRE));
//Roll damage
nDamage = d4(nBurn);
//Make a saving throw check
if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_FIRE))
{
nDamage = nDamage / 2;
}
//Set the damage effect
eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
}
//Get next target in spell area
oTarget = GetNextInPersistentObject();
}
}

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//::///////////////////////////////////////////////
//:: Aura of Menace On Enter
//:: NW_S1_AuraMencA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Upon entering the aura all those that fail
a will save are stricken with Doom.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
int nDuration = 1 + (GetHitDice(oNPC)/3);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (GetHitDice(oNPC)/2);
int nLevel = GetCasterLevel(OBJECT_SELF);
int nMetaMagic = PRCGetMetaMagicFeat();
effect eVis = EffectVisualEffect(VFX_IMP_DOOM);
effect eLink = CreateDoomEffectsLink();
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_AURA_MENACE));
//Spell Resistance and Saving throw
if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC))
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink , oTarget, TurnsToSeconds(nDuration));
}
}
}

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//::///////////////////////////////////////////////
//:: Aura of Protection: On Enter
//:: NW_S1_AuraProtA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Acts as a double strength Magic Circle against
evil and a Minor Globe for those friends in
the area.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On:Jan 8, 2002, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
void main()
{
//Declare major variables
effect eProt = CreateProtectionFromAlignmentLink(ALIGNMENT_EVIL);
effect eGlobe = EffectSpellLevelAbsorption(3, 0);
effect eDur = EffectVisualEffect(VFX_DUR_GLOBE_MINOR);
effect eLink = EffectLinkEffects(eProt, eGlobe);
eLink = EffectLinkEffects(eLink, eDur);
object oTarget = GetEnteringObject();
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
//Faction Check
if(GetIsFriend(oTarget, GetAreaOfEffectCreator()))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Aura Stunning On Enter
//:: NW_S1_AuraStunA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Upon entering the aura of the creature the player
must make a will save or be stunned.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDuration = GetHitDice(oNPC);
int nDC = 10 + nCHAMod + (nDuration/2);
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
effect eVis = EffectVisualEffect(VFX_IMP_STUN);
effect eVis2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eDeath = EffectStunned();
effect eLink = EffectLinkEffects(eVis2, eDeath);
nDuration = GetScaledDuration(nDuration, oTarget);
if(!GetIsFriend(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_STUN));
//Make a saving throw check
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}

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//::///////////////////////////////////////////////
//:: Aura of the Unnatural On Enter
//:: NW_S1_AuraMencA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Upon entering the aura all animals are struck with
fear.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
effect eVis = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
effect eFear = EffectFrightened();
effect eLink = EffectLinkEffects(eVis, eFear);
object oTarget = GetEnteringObject();
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
int nDuration = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nRacial = GetRacialType(oTarget);
int nDC = 10 + nCHAMod + (GetHitDice(oNPC)/2);
if(GetIsEnemy(oTarget))
{
nDuration = (nDuration / 3) + 1;
//Make a saving throw check
if(nRacial == RACIAL_TYPE_ANIMAL)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_UNNATURAL));
//if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR)) //:: This ability only affects animals & they don't get a save.
//{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
//}
}
}
}

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//::///////////////////////////////////////////////
//:: Aura Unearthly Visage On Enter
//:: NW_S1_AuraUnEaA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Upon entering the aura of the creature the player
must make a will save or be killed because of the
sheer ugliness or beauty of the creature.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
effect eDeath = EffectDeath();
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
if(GetIsEnemy(oTarget, oNPC))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_UNEARTHLY_VISAGE));
//Make a saving throw check
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget);
//ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Acid
//:: NW_S1_BltAcid
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC);
int nDC = 10 +nCONMod+ (nHD/2);
int nCount = nHD/2;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_ACID_S);
effect eBolt;
//ankheg
if(GetAppearanceType(oNPC) == APPEARANCE_TYPE_BEETLE_SLICER)
{
nDamage = d4(4);
}
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ACID));
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_ACID);
//Make a ranged touch attack
int nTouch = TouchAttackRanged(oTarget);
if(nTouch > 0)
{
if(nTouch == 2)
{
nDamage *= 2;
}
//Set damage effect
eBolt = EffectDamage(nDamage, DAMAGE_TYPE_ACID);
if(nDamage > 0)
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Charm
//:: NW_S1_BltCharm
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
//#include "wm_include"
#include "NW_I0_SPELLS"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
nCount = GetScaledDuration(nCount, oTarget);
effect eVis = EffectVisualEffect(VFX_IMP_CHARM);
effect eBolt = EffectCharmed();
eBolt = GetScaledEffect(eBolt, oTarget);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eBolt, eDur);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_CHARM));
//Make a saving throw check
if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Charisma Drain
//:: NW_S1_BltChrDr
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Fortitude save is
needed to avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = nHD / 3;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_ABILITY_DRAIN_CHARISMA));
//Make a saving throw check
if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget))
{
eBolt = EffectAbilityDecrease(ABILITY_CHARISMA, nCount);
eBolt = SupernaturalEffect(eBolt);
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Cold
//:: NW_S1_BltCold
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = nHD/2;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_COLD));
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_COLD);
//Make a ranged touch attack
int nTouch = TouchAttackRanged(oTarget);
if(nTouch > 0)
{
if(nTouch == 2)
{
nDamage *= 2;
}
//Set damage effect
eBolt = EffectDamage(nDamage, DAMAGE_TYPE_COLD);
if(nDamage > 0)
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Constitution Drain
//:: NW_S1_BltConDr
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Fort save is
needed to avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD /3);
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ABILITY_DRAIN_CONSTITUTION));
//Make a saving throw check
if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget))
{
eBolt = EffectAbilityDecrease(ABILITY_CONSTITUTION, nCount);
eBolt = SupernaturalEffect(eBolt);
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Confuse
//:: NW_S1_BltConf
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
//#include "wm_include"
#include "NW_I0_SPELLS"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
nCount = GetScaledDuration(nCount, oTarget);
effect eVis2 = EffectVisualEffect(VFX_IMP_CONFUSION_S);
effect eVis = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eBolt = EffectConfused();
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eBolt, eDur);
eLink = EffectLinkEffects(eLink, eVis);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_CONFUSE));
//Make a saving throw check
if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Daze
//:: NW_S1_BltDaze
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
//#include "wm_include"
#include "NW_I0_SPELLS"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
nCount = GetScaledDuration(nCount, oTarget);
effect eVis = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eBolt = EffectDazed();
eBolt = GetScaledEffect(eBolt, oTarget);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eBolt, eDur);
eLink = EffectLinkEffects(eLink, eVis);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_DAZE));
//Make a saving throw check
if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Death
//:: NW_S1_BltDeath
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
effect eBolt = EffectDeath();
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_DEATH));
//Make a saving throw check
if(TouchAttackRanged(oTarget))
{
if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_DEATH))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
//ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Dexterity Drain
//:: NW_S1_BltDexDr
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Fort save is
needed to avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ABILITY_DRAIN_DEXTERITY));
//Make a saving throw check
if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget))
{
eBolt = EffectAbilityDecrease(ABILITY_DEXTERITY, nCount);
eBolt = SupernaturalEffect(eBolt);
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Disease
//:: NW_S1_BltDisease
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to infect
the target with a disease. The disease used
is chosen based upon the racial type of the
caster.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nRacial = MyPRCGetRacialType(oNPC);
int nDisease;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_DISEASE));
//Here we use the racial type of the attacker to select an
//appropriate disease.
switch (nRacial)
{
case RACIAL_TYPE_VERMIN:
nDisease = DISEASE_VERMIN_MADNESS;
break;
case RACIAL_TYPE_UNDEAD:
nDisease = DISEASE_FILTH_FEVER;
break;
case RACIAL_TYPE_OUTSIDER:
if(GetTag(oNPC) == "NW_SLAADRED")
{
nDisease = DISEASE_RED_SLAAD_EGGS;
}
else
{
nDisease = DISEASE_DEMON_FEVER;
}
break;
case RACIAL_TYPE_MAGICAL_BEAST:
nDisease = DISEASE_SOLDIER_SHAKES;
break;
case RACIAL_TYPE_ABERRATION:
nDisease = DISEASE_BLINDING_SICKNESS;
break;
default:
nDisease = DISEASE_SOLDIER_SHAKES;
break;
}
//Assign effect and chosen disease
effect eBolt = EffectDisease(nDisease);
//Make the ranged touch attack.
if (TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Dominated
//:: NW_S1_BltDomn
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
if (nCount == 0) { nCount = 1; }
nCount = GetScaledDuration(nCount, oTarget);
effect eVis = EffectVisualEffect(VFX_IMP_DOMINATE_S);
effect eBolt = EffectDominated();
eBolt = GetScaledEffect(eBolt, oTarget);
effect eVis2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DOMINATED);
eBolt = GetScaledEffect(eBolt, oTarget);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eBolt, eDur);
eLink = EffectLinkEffects(eLink, eVis2);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_DOMINATE));
//Make a saving throw check
if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Fire
//:: NW_S1_BoltFire
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = nHD/2;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_FIRE));
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_FIRE);
//Make a ranged touch attack
int nTouch = TouchAttackRanged(oTarget);
if(nTouch > 0)
{
if(nTouch == 2)
{
nDamage *= 2;
}
//Set damage effect
eBolt = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
if(nDamage > 0)
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Intelligence Drain
//:: NW_S1_BltIntDr
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ABILITY_DRAIN_INTELLIGENCE));
//Make a saving throw check
if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget))
{
eBolt = EffectAbilityDecrease(ABILITY_INTELLIGENCE, nCount);
eBolt = SupernaturalEffect(eBolt);
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Knockdown
//:: NW_S1_BltKnckD
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = nHD/2;
if (nCount == 0) { nCount = 1; }
effect eVis = EffectVisualEffect(VFX_IMP_SONIC);
effect eBolt = EffectKnockdown();
effect eDam = EffectDamage(d6(), DAMAGE_TYPE_BLUDGEONING);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_KNOCKDOWN));
//Make a saving throw check
if (!/*Reflex Save*/ PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBolt, oTarget, RoundsToSeconds(3));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Lightning
//:: NW_S1_BltLightn
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Does 1d6 per level to a single target. Reflex
save for half
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Aug 10, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = nHD/2;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eLightning = EffectBeam(VFX_BEAM_LIGHTNING, OBJECT_SELF,BODY_NODE_HAND);
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_LIGHTNING));
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_ELECTRICITY);
//Make a ranged touch attack
int nTouch = TouchAttackRanged(oTarget);
if(nTouch > 0)
{
if(nTouch == 2)
{
nDamage *= 2;
}
//Set damage effect
eBolt = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL);
if(nDamage > 0)
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLightning, oTarget, 1.7);
}
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Level Drain
//:: NW_S1_BltLvlDr
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = nHD/5;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eBolt = EffectNegativeLevel(1);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_LEVEL_DRAIN));
//Make a saving throw check
if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget))
{
//eBolt = LEVEL DRAIN EFFECT
eBolt = SupernaturalEffect(eBolt);
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Paralyze
//:: NW_S1_BltParal
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
if (nCount == 0) { nCount = 1; }
nCount = GetScaledDuration(nCount, oTarget);
effect eVis = EffectVisualEffect(VFX_DUR_PARALYZED);
effect eBolt = EffectParalyze();
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eBolt, eDur);
eLink = EffectLinkEffects(eLink, eVis);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_PARALYZE));
//Make a saving throw check
if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Poison
//:: NW_S1_BltPoison.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Must make a ranged touch attack. If successful
the target is struck down with poison that
scales with level.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 22, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nRacial = MyPRCGetRacialType(OBJECT_SELF);
int nPoison;
effect ePoison;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_POISON));
//Determine the poison type based on the Racial Type and HD
switch (nRacial)
{
case RACIAL_TYPE_OUTSIDER:
if (nHD <= 9)
{
nPoison = POISON_QUASIT_VENOM;
}
else if (nHD > 9 && nHD < 13)
{
nPoison = POISON_BEBILITH_VENOM;
}
else if (nHD >= 13)
{
nPoison = POISON_PIT_FIEND_ICHOR;
}
break;
case RACIAL_TYPE_VERMIN:
if (nHD < 3)
{
nPoison = POISON_TINY_SPIDER_VENOM;
}
else if (nHD <= 3 && nHD < 6)
{
nPoison = POISON_SMALL_SPIDER_VENOM;
}
else if (nHD <= 6 && nHD < 9)
{
nPoison = POISON_MEDIUM_SPIDER_VENOM;
}
else if (nHD <= 9 && nHD < 12)
{
nPoison = POISON_LARGE_SPIDER_VENOM;
}
else if (nHD <= 12 && nHD < 15)
{
nPoison = POISON_HUGE_SPIDER_VENOM;
}
else if (nHD <= 15 && nHD < 18)
{
nPoison = POISON_GARGANTUAN_SPIDER_VENOM;
}
else if (nHD >= 18)
{
nPoison = POISON_COLOSSAL_SPIDER_VENOM;
}
break;
default:
if (nHD < 3)
{
nPoison = POISON_NIGHTSHADE;
}
else if (nHD <= 3 && nHD < 6)
{
nPoison = POISON_BLADE_BANE;
}
else if (nHD <= 6 && nHD < 9)
{
nPoison = POISON_BLOODROOT;
}
else if (nHD <= 9 && nHD < 12)
{
nPoison = POISON_LARGE_SPIDER_VENOM;
}
else if (nHD <= 12 && nHD < 15)
{
nPoison = POISON_LICH_DUST;
}
else if (nHD <= 15 && nHD < 18)
{
nPoison = POISON_DARK_REAVER_POWDER;
}
else if (nHD >= 18 )
{
nPoison = POISON_BLACK_LOTUS_EXTRACT;
}
break;
}
//Make a ranged touch attack
if (TouchAttackRanged (oTarget))
{
ePoison = EffectPoison(nPoison);
//Apply effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePoison, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Shards
//:: NW_S1_BltShard
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_SHARDS));
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC);
//Make a ranged touch attack
int nTouch = TouchAttackRanged(oTarget);
if(nTouch > 0)
{
if(nTouch == 2)
{
nDamage *= 2;
}
//Set damage effect
eBolt = EffectDamage(nDamage, DAMAGE_TYPE_PIERCING, DAMAGE_POWER_PLUS_ONE);
if(nDamage > 0)
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
}
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Slow
//:: NW_S1_BltSlow
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex save is
needed to or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: June 18 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
if (nCount == 0) { nCount = 1; }
effect eVis = EffectVisualEffect(VFX_IMP_SLOW);
effect eBolt = EffectSlow();
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eBolt, eDur);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_SLOW));
//Make a saving throw check
if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Strength Drain
//:: NW_S1_BltStrDr
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Fort save is
needed to avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_ABILITY_DRAIN_STRENGTH));
//Make a saving throw check
if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget))
{
eBolt = EffectAbilityDecrease(ABILITY_STRENGTH, nCount);
eBolt = SupernaturalEffect(eBolt);
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Stun
//:: NW_S1_BltStun
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
if (nCount == 0) { nCount = 1; }
nCount = GetScaledDuration(nCount, oTarget);
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_STUN);
effect eBolt = EffectStunned();
eBolt = GetScaledEffect(eBolt, oTarget);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eBolt, eDur);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_STUN));
//Make a saving throw check
if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Web
//:: NW_S1_BltWeb
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Glues a single target to the ground with
sticky strands of webbing.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 28, 2002
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC);
int nDC = 10 +nCONMod+ (nHD/2);
int nCount = 1 + (nHD /2);
if (nCount == 0) { nCount = 1; }
effect eVis = EffectVisualEffect(VFX_DUR_WEB);
effect eStick = EffectEntangle();
effect eLink = EffectLinkEffects(eVis, eStick);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_WEB));
//Make a saving throw check
if (!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Wisdom Drain
//:: NW_S1_BltWisDr
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Fort save is
needed to avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD /3);
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ABILITY_DRAIN_WISDOM));
//Make a saving throw check
if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget))
{
eBolt = EffectAbilityDecrease(ABILITY_WISDOM, nCount);
eBolt = SupernaturalEffect(eBolt);
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Cone: Acid
//:: NW_S1_ConeAcid
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A cone of damage eminated from the monster. Does
a set amount of damage based upon the creatures HD
and can be halved with a Reflex Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
int nLoop = nHD / 3;
float fDelay;
if(nLoop == 0)
{
nLoop = 1;
}
//Calculate the damage
for (nLoop; nLoop > 0; nLoop--)
{
nDamage = nDamage + d6(2);
}
location lTargetLocation = GetSpellTargetLocation();
effect eCone;
effect eVis = EffectVisualEffect(VFX_IMP_ACID_S);
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
//Get first target in spell area
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_CONE_ACID));
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_ACID);
//Set damage effect
eCone = EffectDamage(nDamage, DAMAGE_TYPE_ACID);
if(nDamage > 0)
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Cone: Cold
//:: NW_S1_ConeCold
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A cone of damage eminated from the monster. Does
a set amount of damage based upon the creatures HD
and can be halved with a Reflex Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
int nLoop = nHD / 3;
float fDelay;
if(nLoop == 0)
{
nLoop = 1;
}
//Calculate the damage
for (nLoop; nLoop > 0; nLoop--)
{
nDamage = nDamage + d6(2);
}
location lTargetLocation = GetSpellTargetLocation();
effect eCone;
effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
//Get first target in spell area
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_CONE_COLD));
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_COLD);
//Set damage effect
eCone = EffectDamage(nDamage, DAMAGE_TYPE_COLD);
if(nDamage > 0)
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Cone: Disease
//:: NW_S1_ConeDisea
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature spits out a cone of disease that cannot
be avoided unless a Reflex save is made.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 22, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nRacial = MyPRCGetRacialType(oNPC);
int nDisease;
location lTargetLocation = GetSpellTargetLocation();
float fDelay;
effect eCone = EffectDisease(nDisease);
effect eVis = EffectVisualEffect(VFX_IMP_DISEASE_S);
//Determine the disease type based on the Racial Type and HD
switch (nRacial)
{
case RACIAL_TYPE_OUTSIDER:
nDisease = DISEASE_DEMON_FEVER;
break;
case RACIAL_TYPE_VERMIN:
nDisease = DISEASE_VERMIN_MADNESS;
break;
case RACIAL_TYPE_UNDEAD:
if(nHD <= 3)
{
nDisease = DISEASE_ZOMBIE_CREEP;
}
else if (nHD > 3 && nHD <= 10)
{
nDisease = DISEASE_GHOUL_ROT;
}
else if(nHD > 10)
{
nDisease = DISEASE_MUMMY_ROT;
}
default:
if(nHD <= 3)
{
nDisease = DISEASE_MINDFIRE;
}
else if (nHD > 3 && nHD <= 10)
{
nDisease = DISEASE_RED_ACHE;
}
else if(nHD > 10)
{
nDisease = DISEASE_SHAKES;
}
break;
}
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
//Get first target in spell area
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_CONE_DISEASE));
//Get the delay time
fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget));
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Cone: Lightning
//:: NW_S1_ConeElec
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A cone of damage eminates from the monster. Does
a set amount of damage based upon the creatures HD
and can be halved with a Reflex Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
int nLoop = nHD / 3;
float fDelay;
if(nLoop == 0)
{
nLoop = 1;
}
//Calculate the damage
for (nLoop; nLoop > 0; nLoop--)
{
nDamage = nDamage + d6(2);
}
location lTargetLocation = GetSpellTargetLocation();
effect eLightning = EffectBeam(VFX_BEAM_LIGHTNING, oNPC, BODY_NODE_HAND);
effect eCone;
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
//Get first target in spell area
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_CONE_LIGHTNING));
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_ELECTRICITY);
//Set damage effect
eCone = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL);
if(nDamage > 0)
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eLightning,oTarget,0.5));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Cone: Sonic
//:: NW_S1_ConeSonic
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A cone of damage eminated from the monster. Does
a set amount of damage based upon the creatures HD
and can be halved with a Reflex Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
int nLoop = nHD / 3;
float fDelay;
if(nLoop == 0)
{
nLoop = 1;
}
//Calculate the damage
for (nLoop; nLoop > 0; nLoop--)
{
nDamage = nDamage + d6(2);
}
location lTargetLocation = GetSpellTargetLocation();
effect eCone;
effect eVis = EffectVisualEffect(VFX_IMP_SONIC);
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
//Get first target in spell area
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_CONE_SONIC));
//Determine effect delay
fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,DAMAGE_TYPE_SONIC);
//Set damage effect
eCone = EffectDamage(nDamage, DAMAGE_TYPE_SONIC);
if(nDamage > 0)
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Dragon Breath Fear
//:: NW_S1_DragFear
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Calculates the proper DC Save for the
breath weapon based on the HD of the dragon.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 9, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//Declare major variables
int nAge = GetHitDice(OBJECT_SELF);
int nCount;
int nDC;
float fDelay;
object oTarget;
effect eBreath = EffectFrightened();
effect eFear = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eBreath, eDur);
eLink = EffectLinkEffects(eLink, eFear);
//Determine the duration and save DC
if (nAge <= 6) //Wyrmling
{
nDC = 13;
nCount = 1;
}
else if (nAge >= 7 && nAge <= 9) //Very Young
{
nDC = 15;
nCount = 2;
}
else if (nAge >= 10 && nAge <= 12) //Young
{
nDC = 17;
nCount = 3;
}
else if (nAge >= 13 && nAge <= 15) //Juvenile
{
nDC = 19;
nCount = 4;
}
else if (nAge >= 16 && nAge <= 18) //Young Adult
{
nDC = 21;
nCount = 5;
}
else if (nAge >= 19 && nAge <= 21) //Adult
{
nDC = 24;
nCount = 6;
}
else if (nAge >= 22 && nAge <= 24) //Mature Adult
{
nDC = 27;
nCount = 7;
}
else if (nAge >= 25 && nAge <= 27) //Old
{
nDC = 28;
nCount = 8;
}
else if (nAge >= 28 && nAge <= 30) //Very Old
{
nDC = 30;
nCount = 9;
}
else if (nAge >= 31 && nAge <= 33) //Ancient
{
nDC = 32;
nCount = 10;
}
else if (nAge >= 34 && nAge <= 37) //Wyrm
{
nDC = 34;
nCount = 11;
}
else if (nAge > 37) //Great Wyrm
{
nDC = 37;
nCount = 12;
}
PlayDragonBattleCry();
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 14.0, GetSpellTargetLocation(), TRUE);
//Get first target in spell area
while(GetIsObjectValid(oTarget))
{
if(oTarget != OBJECT_SELF && !GetIsReactionTypeFriendly(oTarget))
{
nCount = GetScaledDuration(nCount, oTarget);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_DRAGON_BREATH_FEAR));
//Determine the effect delay time
fDelay = GetDistanceBetween(oTarget, OBJECT_SELF)/20;
//Make a saving throw check
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR, OBJECT_SELF, fDelay))
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 14.0, GetSpellTargetLocation(), TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Aura of Fear On Enter
//:: NW_S1_DragFearA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Upon entering the aura of the creature the player
must make a will save or be struck with fear because
of the creatures presence.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//Declare major variables
object oTarget = GetEnteringObject();
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eFear = EffectFrightened();
effect eLink = EffectLinkEffects(eFear, eDur);
eLink = EffectLinkEffects(eLink, eDur2);
int nHD = GetHitDice(GetAreaOfEffectCreator());
int nDC = 10 + GetHitDice(GetAreaOfEffectCreator())/3;
int nDuration = GetScaledDuration(nHD, oTarget);
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_FEAR));
//Make a saving throw check
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}

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//::///////////////////////////////////////////////
//:: Ferocity 3
//:: NW_S1_Feroc3
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
The Dex and Str of the target increases
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Aug 13, 2001
//:://////////////////////////////////////////////
void main()
{
//:: Declare major variables
object oNPC = OBJECT_SELF;
int nHD = GetHitDice(oNPC);
int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION); //:: Determine the duration by getting the con modifier
int nIncrease = 9;
int nDuration = 1 + nCONMod;
if(nDuration == 0) { nDuration = 1; }
effect eDex = EffectAbilityIncrease(ABILITY_DEXTERITY, nIncrease);
effect eStr = EffectAbilityIncrease(ABILITY_STRENGTH, nIncrease);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
effect eLink = EffectLinkEffects(eStr, eDex);
eLink = EffectLinkEffects(eLink, eDur);
eLink = ExtraordinaryEffect(eLink); //:: Make effect extraordinary
//effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE);
SignalEvent(oNPC, EventSpellCastAt(oNPC, SPELLABILITY_FEROCITY_3, FALSE));
if (nCONMod > 0)
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oNPC, RoundsToSeconds(nDuration));
//ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF) ;
}
}

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//::///////////////////////////////////////////////
//:: Gaze: Destroy Law
//:: NW_S1_GazeChaos
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save and are of Lawful alignment.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 13, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
location lTargetLocation = GetSpellTargetLocation();
effect eGaze = EffectDeath();
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
if(GetAlignmentLawChaos(oTarget) == ALIGNMENT_LAWFUL)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DESTROY_LAW));
//Determine effect delay
float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
if(!/*WillSave*/PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay))
{
//Apply the VFX impact and effects
//DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget));
}
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Gaze: Charm
//:: NW_S1_GazeCharm
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 9, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD / 3);
if(nDuration == 0) { nDuration = 1; }
location lTargetLocation = GetSpellTargetLocation();
effect eGaze = EffectCharmed();
effect eVis = EffectVisualEffect(VFX_IMP_CHARM);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
effect eLink = EffectLinkEffects(eDur, eVisDur);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF)
{
nDuration = GetScaledDuration(nDuration, oTarget);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_CHARM));
//Determine effect delay
float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay))
{
eGaze = GetScaledEffect(eGaze, oTarget);
eLink = EffectLinkEffects(eLink, eGaze);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Gaze: Confusion
//:: NW_S1_GazeConfu
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 9, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD / 3);
if(nDuration == 0) { nDuration = 1; }
location lTargetLocation = GetSpellTargetLocation();
effect eGaze = EffectConfused();
effect eVis = EffectVisualEffect(VFX_IMP_CONFUSION_S);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eLink = EffectLinkEffects(eDur, eVisDur);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
if(oTarget != oNPC)
{
nDuration = GetScaledDuration(nDuration , oTarget);
//Determine effect delay
float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_CONFUSION));
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay))
{
eGaze = GetScaledEffect(eGaze, oTarget);
eLink = EffectLinkEffects(eLink, eGaze);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
}
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Gaze: Daze
//:: NW_S1_GazeDaze
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD / 3);
if(nDuration == 0) { nDuration = 1; }
location lTargetLocation = GetSpellTargetLocation();
effect eGaze = EffectDazed();
effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eLink = EffectLinkEffects(eGaze, eVisDur);
eLink = EffectLinkEffects(eLink, eDur);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
nDuration = GetScaledDuration(nDuration , oTarget);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DAZE));
//Determine effect delay
float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
if(!/*WillSave*/PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay))
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Gaze: Death
//:: NW_S1_GazeDeath
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 9, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
location lTargetLocation = GetSpellTargetLocation();
effect eGaze = EffectDeath();
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) || oTarget != oNPC)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DEATH));
//Determine effect delay
float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay))
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Gaze: Dominate
//:: NW_S1_GazeDomn
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 9, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD / 3);
if(nDuration == 0) { nDuration = 1; }
location lTargetLocation = GetSpellTargetLocation();
effect eGaze = EffectDominated();
effect eVis = EffectVisualEffect(VFX_IMP_DOMINATE_S);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DOMINATED);
effect eLink = EffectLinkEffects(eDur, eVisDur);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
nDuration = GetScaledDuration(nDuration , oTarget);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DOMINATE));
//Determine effect delay
float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
if(GetIsEnemy(oTarget))
{
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay))
{
eGaze = GetScaledEffect(eGaze, oTarget);
eLink = EffectLinkEffects(eLink, eGaze);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
}
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Gaze of Doom
//:: NW_S1_GazeDoom.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
If the target fails a save they recieve a -2
penalty to all saves, attack rolls, damage and
skill checks for the duration of the spell.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 22, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD / 3);
if(nDuration == 0) { nDuration = 1; }
location lTargetLocation = GetSpellTargetLocation();
effect eVis = EffectVisualEffect(VFX_IMP_DOOM);
effect eSaves = EffectSavingThrowDecrease(SAVING_THROW_ALL, 2);
effect eAttack = EffectAttackDecrease(2);
effect eDamage = EffectDamageDecrease(2);
effect eSkill = EffectSkillDecrease(SKILL_ALL_SKILLS, 2);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eAttack, eDamage);
eLink = EffectLinkEffects(eLink, eSaves);
eLink = EffectLinkEffects(eLink, eSkill);
eLink = EffectLinkEffects(eLink, eDur);
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, GetSpellTargetLocation());
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
if(oTarget != oNPC)
{
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DOOM));
//Spell Resistance and Saving throw
if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC))
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink , oTarget, RoundsToSeconds(nDuration));
}
}
}
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, GetSpellTargetLocation());
}
}

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//::///////////////////////////////////////////////
//:: Gaze: Deatroy Good
//:: NW_S1_GazeEvil
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 13, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD / 3);
location lTargetLocation = GetSpellTargetLocation();
effect eGaze = EffectDeath();
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
if(GetAlignmentGoodEvil(oTarget) == ALIGNMENT_GOOD)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DEATH));
//Determine effect delay
float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay))
{
//Apply the VFX impact and effects
//DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget));
}
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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