Added Dev files / hak
Added hakbuilder program. Added Dev files / hak. Added some notes.
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51
_haks/poa_dev/nw_s1_aurafear.nss
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51
_haks/poa_dev/nw_s1_aurafear.nss
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//::///////////////////////////////////////////////
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//:: Aura of Fear
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//:: NW_S1_AuraFear.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Upon entering the aura of the creature the player
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must make a will save or be struck with fear because
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of the creatures presence.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 25, 2001
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//:://////////////////////////////////////////////
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void main()
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{
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object oCaster = OBJECT_SELF;
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if(GetLocalInt(GetArea(OBJECT_SELF), "NOCAST")==2 && !GetIsDM(oCaster))
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{
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//Make them stop what they are doing instantly!
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AssignCommand(oCaster, ClearAllActions());
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//Though the player may show animation, nothing happens! :)
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//SetModuleOverrideSpellScriptFinished();
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FloatingTextStringOnCreature("All spells fizzle in town.", oCaster);
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return;
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}
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///////////////////////////////////////////////////////////////////////////////
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//Handle Jail...
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//NO ITEMS WORK IN JAIL!!!
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if(GetLocalInt(GetArea(oCaster), "JAIL")==1)
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{
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AssignCommand(oCaster, ClearAllActions());
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//Though the player may show animation, nothing happens! :)
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//SetModuleOverrideSpellScriptFinished();
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return;
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}
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///////////////////////////////////////////////////////////////////////////////
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//Set and apply AOE object
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effect eAOE = EffectAreaOfEffect(AOE_MOB_FEAR);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100));
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}
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