Added NWN Dark Sun module contents
Added NWN Dark Sun module contents.
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39
nwnds_module/neaura1.nss
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39
nwnds_module/neaura1.nss
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#include "NW_I0_SPELLS"
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void main()
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{
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//Declare major variables
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object oCaster = GetAreaOfEffectCreator();
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effect eVis = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE);
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effect eVis2 = EffectVisualEffect(VFX_IMP_HOLY_AID);
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effect eVis3 = EffectVisualEffect(VFX_IMP_DEATH);
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effect eDrain = EffectNegativeLevel(2);
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effect eDeath = EffectDeath();
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effect eBoost = EffectTurnResistanceIncrease(4);
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eBoost = EffectLinkEffects(eBoost,EffectRegenerate(5,6.0));
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object oTarget = GetEnteringObject();
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int nRace = GetRacialType(oTarget);
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if ( GetLocalInt(oTarget,"NEAura") )
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return;
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if(GetIsEnemy(oTarget, oCaster))
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{
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if ( nRace != RACIAL_TYPE_UNDEAD )
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{
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if ( GetHitDice(oTarget) <= 2 )
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{
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location lWight = GetLocation(oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis3,oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eDeath,oTarget);
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CreateObject(OBJECT_TYPE_CREATURE,"nw_wight",lWight);
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return;
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}
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ApplyEffectToObject(DURATION_TYPE_PERMANENT,eDrain,oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis,oTarget);
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}
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}
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if ( nRace == RACIAL_TYPE_UNDEAD )
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis2,oTarget);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT,eBoost,oTarget);
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}
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SetLocalInt(oTarget,"NEAura",1);
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}
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