Jaysyn904 de24f81734 Added NWN Dark Sun module contents
Added NWN Dark Sun module contents.
2021-07-12 21:24:46 -04:00

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/************************************
* Cause Sleep *
* *
* Cost: 11 *
* Power Score: Wis -2 *
* *
************************************/
#include "lib_psionic"
void Zzzz(object oSleeper)
{
effect eChk=GetFirstEffect(oSleeper);
int bSleepFound=FALSE;
while(GetIsEffectValid(eChk))
{
if (GetEffectType(eChk)==EFFECT_TYPE_SLEEP)
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_SLEEP), oSleeper);
DelayCommand(4.0, Zzzz(oSleeper));
return;
}
eChk=GetNextEffect(oSleeper);
}
}
void main()
{
object oPC=OBJECT_SELF;
int nCost=11;
int nPowerScore=GetAbilityScore(oPC, ABILITY_WISDOM)-2;
effect eVis=EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
effect eLink=EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
eLink=EffectLinkEffects(eLink, EffectVisualEffect(VFX_IMP_SLEEP));
eLink=EffectLinkEffects(eLink, EffectSleep());
eLink=ExtraordinaryEffect(eLink);
int nLevel=GetEffectivePsionicLevel(oPC, FEAT_PSIONIC_CAUSE_SLEEP);
object oTarget=GetSpellTargetObject();
int nTargRace=GetRacialType(oTarget);
int nDC=12+(nLevel>30?15:nLevel/2)+GetAbilityModifier(ABILITY_WISDOM, oPC);
if (nTargRace==RACIAL_TYPE_CONSTRUCT || nTargRace==RACIAL_TYPE_UNDEAD )
{
FloatingTextStringOnCreature("This being never sleeps.", oPC, FALSE);
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(292), oPC);
return;
}
if (!PowerCheck(oPC, nCost, nPowerScore, FEAT_PSIONIC_CAUSE_SLEEP)) return;
int nDuration=GetEnhancedDuration(3+nLevel/2);
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_PSIONIC_CAUSE_SLEEP));
if(!WillSave(oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oPC))
{
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
AssignCommand(oTarget, PlayAnimation(ANIMATION_LOOPING_DEAD_FRONT, 1.0, IntToFloat(nDuration)));
DelayCommand(4.0, Zzzz(oTarget));
}
else ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_WILL_SAVING_THROW_USE), oTarget);
}