Added pen & paper & rafhot's expanded creature abilities
Added pen & paper & rafhot's expanded creature abilities
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70
_haks/poa_dev/nw_s1_gazegood.nss
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70
_haks/poa_dev/nw_s1_gazegood.nss
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//::///////////////////////////////////////////////
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//:: Gaze: Deatroy Evil
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//:: NW_S1_GazeGood
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Cone shape that affects all within the AoE if they
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fail a Will Save.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 13, 2001
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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#include "NW_I0_SPELLS"
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//#include "wm_include"
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#include "x0_i0_match"
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void main()
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{
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//--------------------------------------------------------------------------
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// Make sure we are not blind
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//--------------------------------------------------------------------------
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if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
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{
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FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
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return;
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}
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//if (WildMagicOverride()) { return; }
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//:: Declare major variables
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object oNPC = OBJECT_SELF;
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object oTarget;
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int nHD = GetHitDice(oNPC);
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int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
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int nDC = 10 +nCHAMod+ (nHD/2);
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int nDuration = 1 + (nHD / 3);
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location lTargetLocation = GetSpellTargetLocation();
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effect eGaze = EffectDeath();
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effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
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//Get first target in spell area
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oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
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while(GetIsObjectValid(oTarget))
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{
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if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
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{
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if(GetAlignmentGoodEvil(oTarget) == ALIGNMENT_EVIL)
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DEATH));
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//Determine effect delay
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float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay))
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{
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//Apply the VFX impact and effects
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//DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget));
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}
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}
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}
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//Get next target in spell area
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oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
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}
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}
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