Further file organization
Further file organization
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43
nwn/nwnprc/trunk/scripts/prc_dm_drnkdemon.nss
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43
nwn/nwnprc/trunk/scripts/prc_dm_drnkdemon.nss
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#include "prc_alterations"
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void main()
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{
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object oPC = OBJECT_SELF;
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float fSec = HoursToSeconds(1);
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// A Drunken Master has had a drink. Add effects:
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effect eStr = EffectAbilityIncrease(ABILITY_STRENGTH, 1);
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effect eCns = EffectAbilityIncrease(ABILITY_CONSTITUTION, 1);
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effect eVFX2 = EffectVisualEffect(VFX_DUR_BLUR);
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//save info prior to lowering effects:
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int nReflexSave = GetReflexSavingThrow(oPC);
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int nTumble = GetSkillRank(SKILL_TUMBLE);
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int nDexMod = GetAbilityModifier(ABILITY_DEXTERITY);
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int nRSAfter, nTumbleAfter, nDexModAfter;
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//Apply the major bonuses:
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ApplyAbilityDamage(oPC, ABILITY_WISDOM, 1, DURATION_TYPE_TEMPORARY, TRUE, fSec);
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ApplyAbilityDamage(oPC, ABILITY_INTELLIGENCE, 1, DURATION_TYPE_TEMPORARY, TRUE, fSec);
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ApplyAbilityDamage(oPC, ABILITY_DEXTERITY, 1, DURATION_TYPE_TEMPORARY, TRUE, fSec);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eStr, oPC, fSec);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCns, oPC, fSec);
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//Apply VFX's
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVFX2, oPC, fSec);
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//run checks to see if Reflex Saving Throw, Tumble and Dex Modifier have been changed:
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nRSAfter = GetReflexSavingThrow(oPC);
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nTumbleAfter = GetSkillRank(SKILL_TUMBLE);
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nDexModAfter = GetAbilityModifier(ABILITY_DEXTERITY);
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if(nDexModAfter < nDexMod)
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{ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectACIncrease(nDexMod - nDexModAfter), oPC, fSec);}
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if(nRSAfter < nReflexSave)
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{ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectSavingThrowIncrease(SAVING_THROW_REFLEX, nReflexSave - nRSAfter), oPC, fSec);}
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if(nTumbleAfter < nTumble)
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{ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectSkillIncrease(SKILL_TUMBLE, nTumble - nTumbleAfter), oPC, fSec);}
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FloatingTextStringOnCreature("You are Drunk Like a Demon", oPC);
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}
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