Initial commit

Initial commit.
This commit is contained in:
Jaysyn904 2025-07-15 11:59:04 -04:00
parent 8dc13e2db8
commit ee7345977e
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# Default Module Template
# Random Dungeon Generator 9f [PRC8-PEPS-CEP3]
Repository for the development of the PRC8 version of .....
Repository for the development of the PRC8 version of Random Dungeon Generator 9f.
[Discussion Thread on Discord](https://discord.gg/ca2ru3KxYd)
## Requirements
1.) [Nasher](https://github.com/squattingmonk/nasher), installed in your system path.
2.) [Original module resources]()
2.) [Original module resources](https://neverwintervault.org/project/nwn1/module/elidrins-random-dungeon-generator-rdg9)
3.) [PRC8](https://gitea.raptio.us/Jaysyn/PRC8/releases)
3.) [CEP3](https://neverwintervault.org/project/nwnee/hakpak/combined/cep-3-community-expansion-pack)
4.) [CEP2](https://neverwintervault.org/cep)
4.) [CEP3](https://neverwintervault.org/project/nwnee/hakpak/combined/cep-3-community-expansion-pack)
## Instructions

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[package]
name = "Default Module"
description = "PRC8 version of ..."
version = "1.01prc8"
name = "Random Dungeon Generator 9f [PRC8-PEPS-CEP3]"
description = "PRC8 version of Random Dungeon Generator."
version = "9.2prc8"
url = "https://discord.gg/ca2ru3KxYd"
author = "Original Author"
author = "Elidrin"
author = "Jaysyn904 <68194417+Jaysyn904@users.noreply.github.com>"
[package.sources]
@ -15,8 +15,8 @@ author = "Jaysyn904 <68194417+Jaysyn904@users.noreply.github.com>"
[target]
name = "default"
file = "Default Module.mod"
description = "PRC8 version of ..."
file = "Random Dungeon Generator 9f [PRC8-PEPS-CEP3].mod"
description = "PRC8 version of Random Dungeon Generator."
[target.sources]
include = "src/module/**/*"
include = "src/include/**/*"
@ -239,8 +239,8 @@ description = "PRC8 version of ..."
[target]
name = "tophak"
file = "HAKNAME.hak"
description = "PRC8 merge hakpak for PRC8 version of ..."
file = "rdg_prc8_top.hak"
description = "Merge hakpak for PRC8 version of Random Dungeon Generator 9f."
[target.sources]
include = "src/hakpak/HAKNAME/**/*"
include = "src/include/**/*"
@ -459,4 +459,4 @@ description = "PRC8 merge hakpak for PRC8 version of ..."
filter = "xchst_inc.nss"
[target.rules]
"*" = "src/hakpak/HAKNAME/$ext"
"*" = "src/hakpak/rdg_prc8_top/$ext"

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//::///////////////////////////////////////////////
//:: User Defined Henchmen Script
//:: NW_CH_ACD
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
The most complicated script in the game.
... ever
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: March 18, 2002
//:://////////////////////////////////////////////
#include "x2_inc_spellhook"
void main()
{
int nEvent = GetUserDefinedEventNumber();
// * If a creature has the integer variable X2_L_CREATURE_NEEDS_CONCENTRATION set to TRUE
// * it may receive this event. It will unsommon the creature immediately
if (nEvent == X2_EVENT_CONCENTRATION_BROKEN)
{
effect eVis = EffectVisualEffect(VFX_IMP_UNSUMMON);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT,eVis,GetLocation(OBJECT_SELF));
FloatingTextStrRefOnCreature(84481,GetMaster(OBJECT_SELF));
DestroyObject(OBJECT_SELF,0.1f);
}
}

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//::///////////////////////////////////////////////
//:: [Raise Dead]
//:: [NW_S0_RaisDead.nss]
//:: Copyright (c) 2000 Bioware Corp.
//:://////////////////////////////////////////////
//:: Brings a character back to life with 1 HP.
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 31, 2001
//:://////////////////////////////////////////////
//:: Last Updated By: Preston Watamaniuk, On: April 11, 2001
//:: VFX Pass By: Preston W, On: June 22, 2001
#include "x2_inc_spellhook"
void main()
{
/*
Spellcast Hook Code
Added 2003-06-20 by Georg
If you want to make changes to all spells,
check x2_inc_spellhook.nss to find out more
*/
if (!X2PreSpellCastCode())
{
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
//Declare major variables
object oTarget = GetSpellTargetObject();
effect eRaise = EffectResurrection();
effect eVis = EffectVisualEffect(VFX_IMP_RAISE_DEAD);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_RAISE_DEAD, FALSE));
if(GetIsDead(oTarget))
{
//Apply raise dead effect and VFX impact
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetLocation(oTarget));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eRaise, oTarget);
object oToken = GetItemPossessedBy(oTarget,"DeathToken");
SetItemCursedFlag(oToken,FALSE);
DestroyObject(oToken);
return;
}
}

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//::///////////////////////////////////////////////
//:: [Ressurection]
//:: [NW_S0_Ressurec.nss]
//:: Copyright (c) 2000 Bioware Corp.
//:://////////////////////////////////////////////
//:: Brings a character back to life with full
//:: health.
//:: When cast on placeables, you get a default error message.
//:: * You can specify a different message in
//:: X2_L_RESURRECT_SPELL_MSG_RESREF
//:: * You can turn off the message by setting the variable
//:: to -1
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 31, 2001
//:://////////////////////////////////////////////
//:: Last Updated By: Georg Z on 2003-07-31
//:: VFX Pass By: Preston W, On: June 22, 2001
#include "x2_inc_spellhook"
void main()
{
/*
Spellcast Hook Code
Added 2003-06-20 by Georg
If you want to make changes to all spells,
check x2_inc_spellhook.nss to find out more
*/
if (!X2PreSpellCastCode())
{
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
//Get the spell target
object oTarget = GetSpellTargetObject();
//Check to make sure the target is dead first
//Fire cast spell at event for the specified target
if (GetIsObjectValid(oTarget))
{
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_RESURRECTION, FALSE));
if (GetIsDead(oTarget))
{
//Declare major variables
int nHealed = GetMaxHitPoints(oTarget);
effect eRaise = EffectResurrection();
effect eHeal = EffectHeal(nHealed + 10);
effect eVis = EffectVisualEffect(VFX_IMP_RAISE_DEAD);
//Apply the heal, raise dead and VFX impact effect
ApplyEffectToObject(DURATION_TYPE_INSTANT, eRaise, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetLocation(oTarget));
object oToken = GetItemPossessedBy(oTarget,"DeathToken");
SetItemCursedFlag(oToken,FALSE);
DestroyObject(oToken);
return;
}
else
{
if (GetObjectType(oTarget) == OBJECT_TYPE_PLACEABLE)
{
int nStrRef = GetLocalInt(oTarget,"X2_L_RESURRECT_SPELL_MSG_RESREF");
if (nStrRef == 0)
{
nStrRef = 83861;
}
if (nStrRef != -1)
{
FloatingTextStrRefOnCreature(nStrRef,OBJECT_SELF);
}
}
}
}
}

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//::///////////////////////////////////////////////
//:: Summon Creature Series
//:: NW_S0_Summon
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Carries out the summoning of the appropriate
creature for the Summon Monster Series of spells
1 to 9
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 8, 2002
//:://////////////////////////////////////////////
effect SetSummonEffect(int nSpellID);
#include "x2_inc_spellhook"
void main()
{
/*
Spellcast Hook Code
Added 2003-06-23 by GeorgZ
If you want to make changes to all spells,
check x2_inc_spellhook.nss to find out more
*/
if (!X2PreSpellCastCode())
{
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
//Declare major variables
int nSpellID = GetSpellId();
int nDuration = GetCasterLevel(OBJECT_SELF);
//nDuration = 24;
if(nDuration == 1)
{
nDuration = 2;
}
effect eSummon = SetSummonEffect(nSpellID);
//Make metamagic check for extend
int nMetaMagic = GetMetaMagicFeat();
if (nMetaMagic == METAMAGIC_EXTEND)
{
nDuration = nDuration *2; //Duration is +100%
}
//Apply the VFX impact and summon effect
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eSummon, GetSpellTargetLocation(), TurnsToSeconds(nDuration));
}
effect SetSummonEffect(int nSpellID)
{
int nFNF_Effect;
int nRoll = d3();
string sSummon;
if(GetHasFeat(FEAT_ANIMAL_DOMAIN_POWER)) //WITH THE ANIMAL DOMAIN
{
if(nSpellID == SPELL_SUMMON_CREATURE_I)
{
nFNF_Effect = VFX_FNF_SUMMON_MONSTER_1;
sSummon = "NW_S_BOARDIRE";
}
else if(nSpellID == SPELL_SUMMON_CREATURE_II)
{
nFNF_Effect = VFX_FNF_SUMMON_MONSTER_1;
sSummon = "NW_S_WOLFDIRE";
}
else if(nSpellID == SPELL_SUMMON_CREATURE_III)
{
nFNF_Effect = VFX_FNF_SUMMON_MONSTER_1;
sSummon = "NW_S_SPIDDIRE";
}
else if(nSpellID == SPELL_SUMMON_CREATURE_IV)
{
nFNF_Effect = VFX_FNF_SUMMON_MONSTER_2;
sSummon = "NW_S_beardire";
}
else if(nSpellID == SPELL_SUMMON_CREATURE_V)
{
nFNF_Effect = VFX_FNF_SUMMON_MONSTER_2;
sSummon = "NW_S_diretiger";
}
else if(nSpellID == SPELL_SUMMON_CREATURE_VI)
{
nFNF_Effect = VFX_FNF_SUMMON_MONSTER_3;
switch (nRoll)
{
case 1:
sSummon = "NW_S_AIRHUGE";
break;
case 2:
sSummon = "NW_S_WATERHUGE";
break;
case 3:
sSummon = "NW_S_FIREHUGE";
break;
}
}
else if(nSpellID == SPELL_SUMMON_CREATURE_VII)
{
nFNF_Effect = VFX_FNF_SUMMON_MONSTER_3;
switch (nRoll)
{
case 1:
sSummon = "NW_S_AIRGREAT";
break;
case 2:
sSummon = "NW_S_WATERGREAT";
break;
case 3:
sSummon = "NW_S_FIREGREAT";
break;
}
}
else if(nSpellID == SPELL_SUMMON_CREATURE_VIII)
{
nFNF_Effect = VFX_FNF_SUMMON_MONSTER_3;
switch (nRoll)
{
case 1:
sSummon = "NW_S_AIRELDER";
break;
case 2:
sSummon = "NW_S_WATERELDER";
break;
case 3:
sSummon = "NW_S_FIREELDER";
break;
}
}
else if(nSpellID == SPELL_SUMMON_CREATURE_IX)
{
nFNF_Effect = VFX_FNF_SUMMON_MONSTER_3;
switch (nRoll)
{
case 1:
sSummon = "NW_S_AIRELDER";
break;
case 2:
sSummon = "NW_S_WATERELDER";
break;
case 3:
sSummon = "NW_S_FIREELDER";
break;
}
}
}
else //WITOUT THE ANIMAL DOMAIN
{
if(nSpellID == SPELL_SUMMON_CREATURE_I)
{
nFNF_Effect = VFX_FNF_SUMMON_MONSTER_1;
sSummon = "NW_S_badgerdire";
}
else if(nSpellID == SPELL_SUMMON_CREATURE_II)
{
nFNF_Effect = VFX_FNF_SUMMON_MONSTER_1;
sSummon = "NW_S_BOARDIRE";
}
else if(nSpellID == SPELL_SUMMON_CREATURE_III)
{
nFNF_Effect = VFX_FNF_SUMMON_MONSTER_1;
sSummon = "NW_S_WOLFDIRE";
}
else if(nSpellID == SPELL_SUMMON_CREATURE_IV)
{
nFNF_Effect = VFX_FNF_SUMMON_MONSTER_2;
sSummon = "NW_S_SPIDDIRE";
}
else if(nSpellID == SPELL_SUMMON_CREATURE_V)
{
nFNF_Effect = VFX_FNF_SUMMON_MONSTER_2;
sSummon = "NW_S_beardire";
}
else if(nSpellID == SPELL_SUMMON_CREATURE_VI)
{
nFNF_Effect = VFX_FNF_SUMMON_MONSTER_2;
sSummon = "NW_S_diretiger";
}
else if(nSpellID == SPELL_SUMMON_CREATURE_VII)
{
nFNF_Effect = VFX_FNF_SUMMON_MONSTER_3;
switch (nRoll)
{
case 1:
sSummon = "NW_S_AIRHUGE";
break;
case 2:
sSummon = "NW_S_WATERHUGE";
break;
case 3:
sSummon = "NW_S_FIREHUGE";
break;
}
}
else if(nSpellID == SPELL_SUMMON_CREATURE_VIII)
{
nFNF_Effect = VFX_FNF_SUMMON_MONSTER_3;
switch (nRoll)
{
case 1:
sSummon = "NW_S_AIRGREAT";
break;
case 2:
sSummon = "NW_S_WATERGREAT";
break;
case 3:
sSummon = "NW_S_FIREGREAT";
break;
}
}
else if(nSpellID == SPELL_SUMMON_CREATURE_IX)
{
nFNF_Effect = VFX_FNF_SUMMON_MONSTER_3;
switch (nRoll)
{
case 1:
sSummon = "NW_S_AIRELDER";
break;
case 2:
sSummon = "NW_S_WATERELDER";
break;
case 3:
sSummon = "NW_S_FIREELDER";
break;
}
}
}
//effect eVis = EffectVisualEffect(nFNF_Effect);
//ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetSpellTargetLocation());
effect eSummonedMonster = EffectSummonCreature(sSummon, nFNF_Effect);
return eSummonedMonster;
}

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#include "inc_misc_tools"
//::///////////////////////////////////////////////
//:: Summon Familiar
//:: NW_S2_Familiar
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
This spell summons an Arcane casters familiar
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Sept 27, 2001
//:://////////////////////////////////////////////
void main()
{
object oPC = OBJECT_SELF;
if (GetHasGem(3,oPC))
SummonFamiliar();
else
FloatingTextStringOnCreature("This power requires a gem worth at least 100 gold",oPC,FALSE);
}

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//::///////////////////////////////////////////////
//:: Balor On Death
//:: NW_S3_BALORDETH
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Fireball explosion does 50 damage to all within
20ft
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 9, 2002
//:://////////////////////////////////////////////
#include "x0_i0_spawncond"
#include "x0_i0_corpses"
#include "inc_misc_tools"
#include "NW_I0_SPELLS"
void main()
{
//Declare major variables
object oCaster = OBJECT_SELF;
int nMetaMagic = GetMetaMagicFeat();
int nDamage;
float fDelay;
effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
effect eDam;
//Get the spell target location as opposed to the spell target.
location lTarget = GetLocation(OBJECT_SELF);
//Limit Caster level for the purposes of damage
//Apply the fireball explosion at the location captured above.
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
//Declare the spell shape, size and the location. Capture the first target object in the shape.
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR);
//Cycle through the targets within the spell shape until an invalid object is captured.
while (GetIsObjectValid(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FIREBALL));
//Get the distance between the explosion and the target to calculate delay
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
{
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = GetReflexAdjustedDamage(50, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
//Set the damage effect
eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
if(nDamage > 0)
{
// Apply effects to the currently selected target.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
//This visual effect is applied to the target object not the location as above. This visual effect
//represents the flame that erupts on the target not on the ground.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
//Select the next target within the spell shape.
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR);
}
if (GetLocalInt(OBJECT_SELF,"MirrorOfOppositionCopy"))
{
SetIsDestroyable(TRUE,FALSE,FALSE);
DestroyObject(OBJECT_SELF);
return;
}
else if (GetIsObjectValid(GetLocalObject(OBJECT_SELF,"MirrorOfOpposition")))
{
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectDeath(),GetLocalObject(OBJECT_SELF,"MirrorOfOpposition"));
}
object oKiller = GetLastKiller();
int iBoss = GetLocalInt(OBJECT_SELF,"Boss");
if (!GetLocalInt(OBJECT_SELF,"Dead"))
{
if (SLOW_XP && iBoss)
AwardXPs(oKiller);
else
AwardXPs(oKiller);
SetLocalInt(OBJECT_SELF,"Dead",TRUE);
if (iBoss)
KillAndReplaceLootable(OBJECT_SELF,FALSE);
else
KillAndReplaceDecorative(OBJECT_SELF);
}
}

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2DA V2.0
Name Label SubTypeResRef Cost CostTableResRef Param1ResRef GameStrRef Description
0 649 Ability IPRP_ABILITIES 1.2 1 **** 5476 ****
1 652 Armor **** 0.9 2 **** 5477 ****
2 653 ArmorAlignmentGroup IPRP_ALIGNGRP 0.5 2 **** 5478 1077
3 654 ArmorDamageType IPRP_COMBATDAM 0.5 2 **** 5478 ****
4 651 ArmorRacialGroup racialtypes 0.5 2 **** 5478 ****
5 655 ArmorSpecificAlignment IPRP_ALIGNMENT 0.3 2 **** 5478 ****
6 659 Enhancement **** 1 2 **** 5479 1080
7 656 EnhancementAlignmentGroup IPRP_ALIGNGRP 0.6 2 **** 5480 1084
8 657 EnhancementRacialGroup racialtypes 0.35 2 **** 5480 1081
9 658 EnhancementSpecificAlignment IPRP_ALIGNMENT 0.35 2 **** 5480 1083
10 660 AttackPenalty **** 0 20 **** 5481 1460
11 661 WeightReduction **** 1 10 **** 5482 1442
12 662 BonusFeats IPRP_FEATS **** 0 **** 5483 1445
13 663 SingleBonusSpellOfLevel classes 0.5 13 **** 5484 1444
14 667 Boomerang **** 1 0 **** **** 1425
15 668 CastSpell IPRP_SPELLS **** 3 **** 5485 1078
16 650 Damage IPRP_DAMAGETYPE 3.5 4 **** 5486 1089
17 670 DamageAlignmentGroup IPRP_ALIGNGRP 1.5 4 0 5487 1092
18 673 DamageRacialGroup racialtypes 0.75 4 0 5487 1090
19 675 DamageSpecificAlignment IPRP_ALIGNMENT 0.75 4 0 5487 1091
20 680 DamageImmunity IPRP_DAMAGETYPE 2.3 5 **** 5488 1093
21 672 DamagePenalty **** 0 20 **** 5489 1459
22 674 DamageReduced IPRP_PROTECTION **** 6 **** 5490 1418
23 681 DamageResist IPRP_DAMAGETYPE **** 7 **** 5491 1417
24 696 Damage_Vulnerability IPRP_DAMAGETYPE 0 22 **** 5492 1457
25 748 Dancing_Scimitar **** 1 8 **** **** 1453
26 1493 Darkvision **** 1 0 **** 5493 84355
27 677 DecreaseAbilityScore IPRP_ABILITIES 0 21 **** 5494 1454
28 678 DecreaseAC IPRP_ACMODTYPE 0 20 **** 5495 1456
29 679 DecreasedSkill Skills 0 21 **** 5496 1455
30 676 DoubleStack **** 1 0 **** 5497 1423
31 **** EnhancedContainer_BonusSlot **** **** **** **** **** 1438
32 728 EnhancedContainer_Weight **** 1 15 **** 5498 1439
33 669 DamageMelee IPRP_COMBATDAM 0.5 0 **** 5499 1420
34 671 DamageRanged IPRP_COMBATDAM 0.5 0 **** 5500 1421
35 704 Haste **** 3.5 0 **** 5501 1426
36 1023 HolyAvenger **** 1.5 0 **** 5502 1436
37 1022 Immunity IPRP_IMMUNITY **** 0 **** 5503 1449
38 710 ImprovedEvasion **** 3 0 **** 5504 1429
39 666 ImprovedMagicResist **** 2 11 **** 5505 1422
40 711 ImprovedSavingThrows IPRP_SAVEELEMENT **** 2 **** 5506 1440
41 712 ImprovedSavingThrowsSpecific IPRP_SAVINGTHROW 0.65 2 **** 5506 1441
42 **** bio_reserved **** **** **** **** **** ****
43 713 Keen **** 1 0 **** 5507 1079
44 714 Light **** 1 18 9 5508 1431
45 1500 Mighty **** 0 2 **** 5509 ****
46 721 MindBlank **** 3 0 **** 5510 1430
47 722 DamageNone **** 0 0 **** 5511 1419
48 723 OnHit IPRP_ONHIT **** 24 **** 5512 1450
49 726 ReducedSavingThrows IPRP_SAVEELEMENT 0 20 **** 5513 1461
50 727 ReducedSpecificSavingThrow IPRP_SAVINGTHROW 0 20 **** 5513 1462
51 729 Regeneration **** 2 2 **** 5515 1446
52 731 Skill skills 0.12 25 **** 5516 ****
53 733 SpellImmunity_Specific **** 0.4 16 **** 5514 1447
54 730 SpellSchool_Immunity IPRP_SPELLSHL 6.1 0 **** 5517 1448
55 1492 ThievesTools **** 0.25 25 **** 5518 ****
56 735 AttackBonus **** 0.5 2 **** 5519 1085
57 734 AttackBonusAlignmentGroup IPRP_ALIGNGRP 0.4 2 **** 5520 1088
58 737 AttackBonusRacialGroup racialtypes 0.15 2 **** 5520 1086
59 738 AttackBonusSpecificAlignment IPRP_ALIGNMENT 0.15 2 **** 5520 1087
60 736 ToHitPenalty **** 0 20 **** 5521 1458
61 739 UnlimitedAmmo IPRP_AMMOTYPE 1 14 **** 5522 1452
62 715 UseLimitationAlignmentGroup IPRP_ALIGNGRP 0 0 **** 5523 1435
63 716 UseLimitationClass Classes 0 0 **** 5523 1434
64 724 UseLimitationRacial racialtypes 0 0 **** 5523 1432
65 717 UseLimitationSpecificAlignment IPRP_ALIGNMENT 0 0 **** 5523 1437
66 718 UseLimitationTerrain IPRP_TERRAINTYPE 0 0 **** 5524 1433
67 732 VampiricRegeneration **** 0.5 2 **** 5525 1451
68 **** Vorpal **** 5 0 **** 5526 1427
69 **** Wounding **** 2 0 **** 5527 1428
70 1663 Trap IPRP_TRAPS **** 17 **** 5528 ****
71 1775 True_Seeing **** 6.1 0 **** 5529 ****
72 1776 OnMonsterHit IPRP_MONSTERHIT **** 0 **** 5530 ****
73 1777 Turn_Resistance **** 0.5 25 **** 5531 ****
74 1778 Massive_Criticals **** 0.75 4 **** 5532 ****
75 1779 Freedom_of_Movement **** 4 0 **** 5533 ****
76 879 Poison poison **** 0 10 5534 ****
77 5060 Monster_damage **** 1 19 **** 5535 ****
78 5604 Immunity_To_Spell_By_Level **** 1.2 23 **** 5635 ****
79 6637 Special_Walk IPRP_WALK 0 0 **** **** ****
80 8338 Healers_Kit **** 0.035 25 **** 8338 ****
81 58325 Weight_Increase **** 0 0 11 **** ****
82 83400 OnHitCastSpell IPRP_ONHITSPELL **** 26 **** 5512 1450
83 83392 VisualEffect IPRP_VISUALFX **** **** **** 5512 1450
84 84321 ArcaneSpellFailure **** 2 27 **** 84346 1450
85 111772 Material **** **** 28 **** 111773 111774
86 111853 Quality **** **** 29 **** 111854 111855
87 111871 Additional_Property **** **** 30 **** 111872 111873
88 16825170 UseLimitationAllSpell **** 0 23 **** 16825174 ****
89 16825171 UseLimitationArcaneSpell **** 0 23 **** 16825175 ****
90 16825172 UseLimitationDivineSpell **** 0 23 **** 16825176 ****
91 16825173 UseLimitationSneak **** 0 31 **** 16825177 ****
92 16824992 ItemMetamagic IPRP_SPELLS 0 32 **** 16824993 16824994
93 16824960 ItemDC IPRP_SPELLS 0 31 **** 16824961 16824962
94 16824963 ItemCasterLevel IPRP_SPELLS 0 31 **** 16824964 16824965
95 16825167 UseLimitationAbility iprp_abilities 0 31 **** 16825169 ****
96 16825168 UseLimitationSkill skills 0 31 **** 16825169 ****
97 **** bio_reserved **** **** **** **** **** ****
98 **** bio_reserved **** **** **** **** **** ****
99 **** bio_reserved **** **** **** **** **** ****
100 16826695 AreaEffect iprp_aoe 1 31 **** 16826695 ****
101 16832064 PnPHolyAvenger **** 1.5 0 **** 16832064 16832065
102 16834273 Wizardry **** 4 13 **** 16834273 16834274
103 16834275 Divinity **** 4 13 **** 16834275 16834276
104 16834308 Echoblade **** 1 0 **** 16834308 16834309
105 **** bio_reserved **** **** **** **** **** ****
106 **** bio_reserved **** **** **** **** **** ****
107 **** bio_reserved **** **** **** **** **** ****
108 **** bio_reserved **** **** **** **** **** ****
109 **** bio_reserved **** **** **** **** **** ****
110 **** bio_reserved **** **** **** **** **** ****
111 **** bio_reserved **** **** **** **** **** ****
112 **** bio_reserved **** **** **** **** **** ****
113 **** bio_reserved **** **** **** **** **** ****
114 **** bio_reserved **** **** **** **** **** ****
115 **** bio_reserved **** **** **** **** **** ****
116 **** bio_reserved **** **** **** **** **** ****
117 **** bio_reserved **** **** **** **** **** ****
118 **** bio_reserved **** **** **** **** **** ****
119 **** bio_reserved **** **** **** **** **** ****
120 16826696 Decrease_Value_A **** -0.01 34 **** **** ****
121 16826697 Decrease_Value_B **** -0.1 33 **** **** ****
122 16826698 Decrease_Value_c **** -0.1 34 **** **** ****
123 16826699 Decrease_Value_d **** -1 33 **** **** ****
124 16826700 Decrease_Value_e **** -1 34 **** **** ****
125 16826701 Decrease_Value_f **** -10 33 **** **** ****
126 16826702 Decrease_Value_g **** -10 34 **** **** ****
127 16826703 Decrease_Value_h **** -100 33 **** **** ****
128 16826704 Increase_Value_a **** 1 35 **** **** ****
129 16826705 Increase_Value_b **** 1 36 **** **** ****
130 16826706 Increase_Value_c **** 10 35 **** **** ****
131 16826707 Increase_Value_d **** 10 36 **** **** ****
132 16826708 Increase_Value_e **** 100 35 **** **** ****
133 16824949 Spd_Increase **** 3.5 37 **** 16824967 16824970
134 16824969 Spd_Decrease **** -1.5 38 **** 16824968 16824971
135 **** bio_reserved **** **** **** **** **** ****
136 **** bio_reserved **** **** **** **** **** ****
137 **** bio_reserved **** **** **** **** **** ****
138 **** bio_reserved **** **** **** **** **** ****
139 **** bio_reserved **** **** **** **** **** ****
140 **** bio_reserved **** **** **** **** **** ****
141 **** bio_reserved **** **** **** **** **** ****
142 **** bio_reserved **** **** **** **** **** ****
143 **** bio_reserved **** **** **** **** **** ****
144 **** bio_reserved **** **** **** **** **** ****
145 **** bio_reserved **** **** **** **** **** ****
146 **** bio_reserved **** **** **** **** **** ****
147 **** bio_reserved **** **** **** **** **** ****
148 **** bio_reserved **** **** **** **** **** ****
149 **** bio_reserved **** **** **** **** **** ****
150 16823546 UseLimitationGender gender **** **** **** 5523 16823547
151 7531 GenericValueReduction **** 1.1 21 **** 5507 ****
152 7531 GenericValueReduction **** -1.5 21 **** 5507 ****
153 **** D20MODERN_RESERVED **** **** **** **** **** ****
154 **** D20MODERN_RESERVED **** **** **** **** **** ****
155 **** cep_reserved **** **** **** **** **** ****
156 **** cep_reserved **** **** **** **** **** ****
157 **** cep_reserved **** **** **** **** **** ****
158 **** cep_reserved **** **** **** **** **** ****
159 **** cep_reserved **** **** **** **** **** ****
160 **** cep_reserved **** **** **** **** **** ****
161 **** cep_reserved **** **** **** **** **** ****
162 **** cep_reserved **** **** **** **** **** ****
163 **** cep_reserved **** **** **** **** **** ****
164 **** cep_reserved **** **** **** **** **** ****
165 **** cep_reserved **** **** **** **** **** ****
166 **** cep_reserved **** **** **** **** **** ****
167 **** cep_reserved **** **** **** **** **** ****
168 **** cep_reserved **** **** **** **** **** ****
169 **** cep_reserved **** **** **** **** **** ****
170 **** cep_reserved **** **** **** **** **** ****
171 **** cep_reserved **** **** **** **** **** ****
172 **** cep_reserved **** **** **** **** **** ****
173 **** cep_reserved **** **** **** **** **** ****
174 **** cep_reserved **** **** **** **** **** ****
175 **** cep_reserved **** **** **** **** **** ****
176 **** cep_reserved **** **** **** **** **** ****
177 **** cep_reserved **** **** **** **** **** ****
178 **** cep_reserved **** **** **** **** **** ****
179 **** cep_reserved **** **** **** **** **** ****
180 **** cep_reserved **** **** **** **** **** ****
181 **** cep_reserved **** **** **** **** **** ****
182 **** cep_reserved **** **** **** **** **** ****
183 **** cep_reserved **** **** **** **** **** ****
184 **** cep_reserved **** **** **** **** **** ****
185 **** cep_reserved **** **** **** **** **** ****
186 **** cep_reserved **** **** **** **** **** ****
187 **** cep_reserved **** **** **** **** **** ****
188 **** cep_reserved **** **** **** **** **** ****
189 **** cep_reserved **** **** **** **** **** ****
190 **** cep_reserved **** **** **** **** **** ****
191 **** cep_reserved **** **** **** **** **** ****
192 **** cep_reserved **** **** **** **** **** ****
193 **** cep_reserved **** **** **** **** **** ****
194 **** cep_reserved **** **** **** **** **** ****
195 **** cep_reserved **** **** **** **** **** ****
196 **** cep_reserved **** **** **** **** **** ****
197 **** cep_reserved **** **** **** **** **** ****
198 **** cep_reserved **** **** **** **** **** ****
199 **** cep_reserved **** **** **** **** **** ****

View File

@ -0,0 +1,203 @@
2DA V2.0
0_Melee 1_Ranged 2_Thrown 3_Staves 4_Rods 5_Ammo 6_Arm_Shld 7_Helm 8_Potions 9_Scrolls 10_Wands 11_Thieves 12_TrapKits 13_Hide 14_Claw 15_Misc_Uneq 16_Misc 17_No_Props 18_Containers 19_HealerKit 20_Torch 21_Glove StringRef Label
0 1 1 1 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 649 Ability_Bonus
1 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 652 AC_Bonus
2 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 653 AC_Bonus_vs_Alignment_Group
3 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 654 AC_Bonus_vs_Damage_Type
4 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 651 AC_Bonus_vs_Racial_Group
5 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 655 AC_Bonus_vs_Specific_Alignment
6 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 1 659 Enhancement_Bonus
7 1 1 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 656 Enhancement_Bonus_vs_Alignment_Group
8 1 1 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 657 Enchancement_Bonus_vs_Racial_Group
9 1 1 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 658 Enhancement_Bonus_vs_Specific_Alignement
10 1 **** 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 1 660 Attack_Penalty
11 1 1 1 1 1 1 1 1 **** **** 1 **** **** **** **** 1 1 **** 1 **** **** 1 661 Base_Item_Weight_Reduction
12 1 1 1 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 662 Bonus_Feat
13 1 1 1 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 663 Bonus_Spell_Slot_of_Level_n
14 **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 667 Boomerang
15 1 1 **** 1 1 **** 1 1 1 1 1 **** **** 1 **** 1 1 1 **** **** **** 1 668 Cast_Spell
16 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 1 650 Damage_Bonus
17 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 1 670 Damage_Bonus_vs_Alignment_Group
18 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 1 673 Damage_Bonus_vs_Racial_Group
19 1 **** 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 1 675 Damage_Bonus_vs_Specific_Alignment
20 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 680 Damage_Immunity
21 1 **** 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 1 672 Damage_Penalty
22 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 674 Damage_Reduction
23 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 681 Damage_Resistance
24 1 1 1 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 696 Damage_Vulnerability
25 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 748 Dancing
26 1 1 1 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 1493 Darkvision
27 1 1 1 1 **** **** 1 1 **** **** **** **** **** 1 **** **** 1 **** **** **** **** 1 677 Decreased_Ability_Score
28 1 1 1 1 **** **** 1 1 **** **** **** **** **** 1 **** **** 1 **** **** **** **** 1 678 Decreased_AC
29 1 1 1 1 **** **** 1 1 **** **** **** **** **** 1 **** **** 1 **** **** **** **** 1 679 Decreased_Skill_Modifier
30 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 676 Double_Stack
31 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** Enhanced_Container:_Bonus_Slots
32 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** 728 Enhanced_Container:_Reduced_Weight
33 1 **** **** 1 **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 669 Extra_Melee_Damage_Type
34 **** 1 1 **** **** 1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 671 Extra_Ranged_Damage_Type
35 1 1 1 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 704 Haste
36 1 **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 1023 Holy_Avenger
37 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 1022 Immunity
38 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 710 Improved_Evasion
39 1 1 1 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 666 Improved_Magic_Resistance
40 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 711 Improved_Saving_Throws
41 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 712 Improved_Saving_Throws:_Specific
42 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
43 1 **** **** 1 **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 713 Keen_Blade
44 1 1 1 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** 1 1 714 Light
45 **** 1 1 **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 1500 Mighty
46 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 721 Mind_Blank
47 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 722 No_Damage
48 1 **** 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** 1 723 On_Hit_Properties
49 1 1 1 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 726 Reduced_Saving_Throws
50 1 1 1 1 **** 1 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 727 Reduced_Saving_Throws_Specific
51 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 729 Regeneration
52 1 1 1 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 731 Skill_Bonus
53 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 733 Spell_Immunity
54 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 730 Spell_School_Immunity
55 **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** **** **** **** 1492 Thieves_Tools
56 1 1 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** 1 **** **** **** **** 1 735 Attack_Bonus
57 1 1 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** 1 **** **** **** **** **** 734 Attack_Bonus_vs_Alignment_Group
58 1 1 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** 1 **** **** **** **** **** 737 Attack_Bonus_vs_Racial_Group
59 1 1 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** 1 **** **** **** **** **** 738 Attack_Bonus_vsSpecific_Alignment
60 1 1 1 1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1 736 To_Hit_Penalty
61 **** 1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 739 Unlimited_Ammunition
62 1 1 1 1 1 1 1 1 **** **** 1 **** **** **** **** 1 1 **** **** **** **** 1 715 Use_Limitation_Alignment_Group
63 1 1 1 1 1 1 1 1 **** 1 1 **** **** **** **** 1 1 **** **** **** **** 1 716 Use_Limitation_Class
64 1 1 1 1 1 1 1 1 **** **** 1 **** **** **** **** 1 1 **** **** **** **** 1 724 Use_Limitation_Racial_Type
65 1 1 1 1 1 1 1 1 **** **** 1 **** **** **** **** 1 1 **** **** **** **** 1 717 Use_Limitation_Specific_Alignment
66 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 718 Use_Limitation_Tileset
67 1 **** 1 1 **** 1 **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 732 Vampiric_Regeneration
68 **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** **** Vorpal_Blade
69 **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** **** Wounding
70 **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** **** **** 1663 Trap
71 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 1775 TRUE_Seeing
72 **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 1776 On_Monster_Hit
73 **** **** **** **** **** **** **** **** **** **** **** **** **** 1 1 **** **** **** **** **** **** **** 1777 Turn_Resistance
74 1 1 1 1 **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 1778 Massive_Criticals
75 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 1779 Freedom_of_Movement
76 **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 879 Poison
77 **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 5060 Monster_Damage
78 1 1 **** 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 5604 Immunity_to_Spells_by_Level
79 **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** **** 6637 Special_Walk
80 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** 8338 Healers_Kit
81 **** **** **** **** 1 **** **** **** **** **** 1 **** **** **** **** 1 **** **** **** **** **** **** 58325 Weight_Increase
82 1 **** 1 1 **** 1 1 **** **** **** **** **** **** 1 1 **** **** **** **** **** **** 1 723 On_Hit_Cast_Spell
83 1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 723 Visual_Effect
84 **** **** **** **** **** **** 1 **** **** **** **** **** **** 1 **** **** **** **** **** **** **** **** 84321 Arcane_Spell_Failure
85 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** 1 1 1 1 111772 Material
86 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** 1 1 1 1 111853 Quality
87 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** 1 1 1 1 111871 Additional_Property
88 1 1 1 1 1 1 1 1 **** 1 1 **** **** **** **** 1 1 **** **** **** **** 1 16825170 Use_Limitation_All_Spells
89 1 1 1 1 1 1 1 1 **** 1 1 **** **** **** **** 1 1 **** **** **** **** 1 16825171 Use_Limitation_Arcane_Spells
90 1 1 1 1 1 1 1 1 **** 1 1 **** **** **** **** 1 1 **** **** **** **** 1 16825172 Use_Limitation_Divine_Spells
91 1 1 1 1 1 1 1 1 **** 1 1 **** **** **** **** 1 1 **** **** **** **** 1 16825173 Use_Limitation_Sneak
92 1 1 **** 1 1 **** 1 1 1 1 1 **** **** 1 **** 1 1 1 **** **** **** 1 16824992 Spell_metamagic
93 1 1 **** 1 1 **** 1 1 1 1 1 **** **** 1 **** 1 1 1 **** **** **** 1 16824961 Spell_DC
94 1 1 **** 1 1 **** 1 1 1 1 1 **** **** 1 **** 1 1 1 **** **** **** 1 16824964 Spell_level
95 1 1 1 1 1 1 1 1 **** 1 1 **** **** **** **** 1 1 **** **** **** **** 1 16825167 Use_Limitation_Ability
96 1 1 1 1 1 1 1 1 **** 1 1 **** **** **** **** 1 1 **** **** **** **** 1 16825168 Use_Limitation_Skill
97 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
98 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
99 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
100 1 1 1 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 16826695 AreaEffect
101 1 **** **** **** **** **** **** **** **** **** **** **** **** **** 1 **** **** **** **** **** **** **** 16832064 PnP_Holy_Avenger
102 1 1 1 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 663 Wizardry
103 1 1 1 1 **** **** 1 1 **** **** **** **** **** 1 1 **** 1 **** **** **** **** 1 663 Divinity
104 1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16834308 Echoblade
105 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
106 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
107 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
108 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
109 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
110 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
111 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
112 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
113 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
114 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
115 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
116 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
117 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
118 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
119 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
120 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Decrease_Value_1
121 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Decrease_Value_10
122 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Decrease_Value_100
123 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Decrease_Value_1000
124 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Decrease_Value_10000
125 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Decrease_Value_100000
126 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Decrease_Value_1000000
127 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Decrease_Value_10000000
128 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Increase_Value_1000
129 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Increase_Value_10000
130 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Increase_Value_100000
131 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Increase_Value_1000000
132 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 **** Increase_Value_10000000
133 1 1 **** 1 1 **** 1 1 **** **** 1 **** **** 1 1 **** 1 **** **** **** **** 1 16833551 Spd_Increase
134 1 1 **** 1 1 **** 1 1 **** **** 1 **** **** 1 1 **** 1 **** **** **** **** 1 16833552 Spd_Decrease
135 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
136 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
137 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
138 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
139 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
140 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
141 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
142 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
143 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
144 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
145 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
146 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
147 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
148 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
149 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
150 1 1 1 1 1 1 1 1 **** 1 1 **** **** **** **** 1 1 **** **** **** 1 1 716 Use_Limitation_Gender
151 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 7531 Value
152 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 7531 Value
153 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
154 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
155 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
156 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
157 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
158 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
159 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
160 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
161 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
162 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
163 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
164 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
165 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
166 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
167 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
168 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
169 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
170 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
171 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
172 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
173 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
174 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
175 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
176 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
177 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
178 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
179 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
180 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
181 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
182 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
183 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
184 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
185 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
186 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
187 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
188 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
189 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
190 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
191 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
192 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
193 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
194 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
195 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
196 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
197 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
198 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
199 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,88 @@
// This file can be modified to change the over all properties of the dungeon to your taste.
// This variable will determine if the characters should be exprted often.
// This variable should be set to FALSE if playing a local vault game.
// Variable should be set to TRUE if a Server Vault Game.
const int EXPORT_CHARACTERS = FALSE;//TRUE;
//Number of Areas in the dungeon.
//Each time a new area is added this number must be changed.
const int NUMBER_OF_AREAS = 16;
// This will force a module restart if all the party is in the dungeon and the number of explored rooms exceed this number.
// This is used to replentish the traps in the dungeon.
const int RESET_AFTER_X_ROOMS = 10;
// Chance of the party having its rest cycle reset.
const int SAFE_AREA_PERCENTAGE = 10;// Obsolete as of RDG 9
// Database name.
const string CAMPAIGN = "RDG9";
// If this variable is set to false XP will be awarded for each monster killed.
// If this variable is set to TRUE only "Boss" monsters will give XPs.
const int SLOW_XP = FALSE;
// Chances of a special effect on a door.
const int NO_DOOR_PERCENTAGE = 5; // Door is not present (Area transition exists)
const int DOOR_OPEN_PERCENTAGE = 5; // Chance door is standing open and untrapped
const int DOOR_LOCKED_PERCENTAGE = 10; // Chance door is closed and locked.
const int JAMMED_DOOR = 25; // Percentage of doors locked doors that are actually jammed (can not be picked)
const int DOOR_TRAPED_PERCENTAGE = 10; // Chance door is traped.
// Chances of contents of a room.
const int ROOM_TRAP_PERCENTAGE = 10; //10 Chance a trap placed in a room with be active.
const int ROOM_SECRET_DOOR = 1; //1 Chance of a secret door in the room
const int ROOM_DECOR = 30; //30 Chance of a decor object per decor WP
const int ROOM_HIDDEN_TREASURE = 1; //1 Chance of hidden treasure
const int WANDER_MONSTER_CHANCE = 12; // Chance for wander monster spawn
const int WANDER_MONSTER_TIMER = 600; // Number of seconds between each wandering monster check.
const int ROOM_MONSTER_CHANCE = 90; // Chance for room monster spawn
const int PLACEABLE_TRAP_PERCENTAGE = 20; // Chance that a placeable in the dungeon will be trapped.
// Type of trap chances.
// Note ALL must be determined.
// To turn a trap chance off set to 0.
// Each value must otherwise be 1 to 100.
// A d100 roll will determine trap type.
// If the roll is less than the value that trap power will be use other wise the
// next power will be tested.
const int TRAP_WEAK = 25; // d6 damage per level
const int TRAP_AVERAGE = 65; // d8 damage per level
const int TRAP_STRONG = 85; // d10 damage per level
const int TRAP_DEADLY = 95; // d12 damage per level
const int TRAP_FATAL = 200; // d20 damage per level CHANGING THIS VALUE LESS THAN 100 CAN CAUSE TRAPS TO BREAK
// Determines how many traps are area of effect
const int TRAP_AOE = 5;
// Determines Trap type
const int TRAP_MECHANICAL = 60; //60 These traps can be detected and disarmed by anyone
const int TRAP_ELEMENTAL = 95; // Rogue Only
const int TRAP_SPECIAL = 200; // Most of these traps have no defense if they go off. Should be kept rare. Changing this value less than 100 will result in an error.
// Determines how many mechanical traps are by default Pit Traps
const int TRAP_PIT = 50;// 10
// Determines chances that a hidden treasure is locked or trapped.
const int HIDDEN_TREASURE_LOCKED = 95;
const int HIDDEN_TREASURE_TRAPPED = 50;
// Determines base chances of contents of special hidden treasure.
const int CHEST_MODIFY_BY_LEVEL = TRUE; // Determines if Party Level should be added to base chances of loot.
const int CHEST_COIN = 50; // Chance of coin loot.
const int CHEST_GOODS = 50; // Chance of Gems and Art.
const int CHEST_ITEMS = 25; // Chance of Magic Items.
const int GENERATE_COIN = TRUE; // Will generate coin loot if no loot is determined.
// ----Following Constants are used by the game system do not touch----
/*const int DECOR_RUBBISH = 0;
const int DECOR_BATTLEFIELD = 1;
const int DECOR_TORTURE = 2;
const int DECOR_WIZARD = 4;*/
const int MONSTER_PEON = 0;
const int MONSTER_BOSS = 1;
const int DAMAGE_TYPE_POISON = 12000;
const int POISON_DEADLY = 12001;
//void main(){}

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#include "prc_racial_const"
int GetECL(object oPC)
{
int nECL = 0;
int nRace = GetRacialType(oPC);
switch(nRace)
{
case RACIAL_TYPE_DUERGAR:
case RACIAL_TYPE_AASIMAR:
case RACIAL_TYPE_TIEFLING:
case RACIAL_TYPE_HOBGOBLIN:
case RACIAL_TYPE_HALFOGRE:
case RACIAL_TYPE_HALFDROW:
case RACIAL_TYPE_GRAYORC:
case RACIAL_TYPE_AIR_GEN:
case RACIAL_TYPE_EARTH_GEN:
case RACIAL_TYPE_FIRE_GEN:
case RACIAL_TYPE_WATER_GEN:
case RACIAL_TYPE_SHADOWSWYFT:
case RACIAL_TYPE_LIZARDFOLK:
case RACIAL_TYPE_GNOLL:
nECL = 1;
break;
case RACIAL_TYPE_DROW_FEMALE:
case RACIAL_TYPE_DROW_MALE:
case RACIAL_TYPE_GITHYANKI:
case RACIAL_TYPE_GITHZERAI:
case RACIAL_TYPE_OROG:
case RACIAL_TYPE_OGRE:
case RACIAL_TYPE_PURE_YUAN:
case RACIAL_TYPE_THRIKREEN:
nECL = 2;
break;
case RACIAL_TYPE_AVARIEL:
case RACIAL_TYPE_DEEP_GNOME:
case RACIAL_TYPE_FORMIAN:
nECL = 3;
break;
case RACIAL_TYPE_AZER:
case RACIAL_TYPE_PIXIE:
nECL = 4;
break;
case RACIAL_TYPE_TROLL:
nECL = 5;
break;
case RACIAL_TYPE_RAKSHASA:
case RACIAL_TYPE_ABOM_YUAN:
case RACIAL_TYPE_ILLITHID:
nECL = 7;
break;
}
nECL += GetHitDice(oPC);
return nECL;
}

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//::///////////////////////////////////////////////
//:: Aura of Blinding On Enter
//:: NW_S1_AuraBlndA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Upon entering the aura of the creature the player
must make a will save or be blinded because of the
sheer ugliness or beauty of the creature.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD/3);
effect eBlind = EffectBlindness();
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eVis = EffectVisualEffect(VFX_IMP_BLIND_DEAF_M);
effect eLink = EffectLinkEffects(eBlind, eDur);
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
//Entering object must make a will save or be blinded for the duration.
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_BLINDING));
if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC))
{
//Apply the blind effect and the VFX impact
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
}
}
}

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//::///////////////////////////////////////////////
//:: Aura of Frost on Heartbeat
//:: NW_S1_AuraColdC.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Prolonged exposure to the aura of the creature
causes frost damage to all within the aura.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nFrost = 1 + (nHD/3);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
effect eDam;
effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
//Get the first target in the aura of cold
oTarget = GetFirstInPersistentObject();
while (GetIsObjectValid(oTarget))
{
/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget))
{
oTarget = GetNextInPersistentObject(OBJECT_SELF);
continue;
} */
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_COLD));
//Roll damage based on the creatures HD
nDamage = d4(nFrost);
//Make a Fortitude save for half
if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_COLD))
{
nDamage = nDamage / 2;
}
//Set the damage effect
eDam = EffectDamage(nDamage, DAMAGE_TYPE_COLD);
//Apply the VFX constant and damage effect
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
//Get the next target in the aura of cold
oTarget = GetNextInPersistentObject();
}
}

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//::///////////////////////////////////////////////
//:: Aura of Electricity on Heartbeat
//:: NW_S1_AuraElecC.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Prolonged exposure to the aura of the creature
causes electrical damage to all within the aura.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
int nHD = GetHitDice(oNPC);
int nZap = 1 + (nHD / 3);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 + nCHAMod + (nHD/2);
int nDamage;
effect eDam;
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
//Get first target in spell area
object oTarget = GetFirstInPersistentObject();
while (GetIsObjectValid(oTarget))
{
/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget))
{
oTarget = GetNextInPersistentObject(OBJECT_SELF);
continue;
} */
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
nDamage = d4(nZap);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_AURA_ELECTRICITY));
//Make a saving throw check
if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_ELECTRICITY))
{
nDamage = nDamage / 2;
}
eDam = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL);
//Apply the VFX impact and effects
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
//Get next target in spell area
oTarget = GetNextInPersistentObject();
}
}

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//::///////////////////////////////////////////////
//:: Aura of Fire on Heartbeat
//:: NW_S1_AuraFireC.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Prolonged exposure to the aura of the creature
causes fire damage to all within the aura.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetFirstInPersistentObject(); //:: Get first target in spell area
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nBurn = 1 + (nHD/3);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
int nDamSave;
effect eDam;
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
while(GetIsObjectValid(oTarget))
{
/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget))
{
oTarget = GetNextInPersistentObject(OBJECT_SELF);
continue;
} */
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_FIRE));
//Roll damage
nDamage = d4(nBurn);
//Make a saving throw check
if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_FIRE))
{
nDamage = nDamage / 2;
}
//Set the damage effect
eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
}
//Get next target in spell area
oTarget = GetNextInPersistentObject();
}
}

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//::///////////////////////////////////////////////
//:: Aura of Menace On Enter
//:: NW_S1_AuraMencA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Upon entering the aura all those that fail
a will save are stricken with Doom.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
int nDuration = 1 + (GetHitDice(oNPC)/3);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (GetHitDice(oNPC)/2);
int nLevel = PRCGetCasterLevel(OBJECT_SELF);
int nMetaMagic = PRCGetMetaMagicFeat();
effect eVis = EffectVisualEffect(VFX_IMP_DOOM);
effect eLink = CreateDoomEffectsLink();
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_AURA_MENACE));
//Spell Resistance and Saving throw
if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC))
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink , oTarget, TurnsToSeconds(nDuration));
}
}
}

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//::///////////////////////////////////////////////
//:: Aura of Protection: On Enter
//:: NW_S1_AuraProtA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Acts as a double strength Magic Circle against
evil and a Minor Globe for those friends in
the area.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On:Jan 8, 2002, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
void main()
{
//Declare major variables
effect eProt = CreateProtectionFromAlignmentLink(ALIGNMENT_EVIL);
effect eGlobe = EffectSpellLevelAbsorption(3, 0);
effect eDur = EffectVisualEffect(VFX_DUR_GLOBE_MINOR);
effect eLink = EffectLinkEffects(eProt, eGlobe);
eLink = EffectLinkEffects(eLink, eDur);
object oTarget = GetEnteringObject();
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
//Faction Check
if(GetIsFriend(oTarget, GetAreaOfEffectCreator()))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Aura Stunning On Enter
//:: NW_S1_AuraStunA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Upon entering the aura of the creature the player
must make a will save or be stunned.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDuration = GetHitDice(oNPC);
int nDC = 10 + nCHAMod + (nDuration/2);
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
effect eVis = EffectVisualEffect(VFX_IMP_STUN);
effect eVis2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eDeath = EffectStunned();
effect eLink = EffectLinkEffects(eVis2, eDeath);
nDuration = GetScaledDuration(nDuration, oTarget);
if(!GetIsFriend(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_STUN));
//Make a saving throw check
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}

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//::///////////////////////////////////////////////
//:: Aura of the Unnatural On Enter
//:: NW_S1_AuraMencA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Upon entering the aura all animals are struck with
fear.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
effect eVis = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
effect eFear = EffectFrightened();
effect eLink = EffectLinkEffects(eVis, eFear);
object oTarget = GetEnteringObject();
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
int nDuration = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nRacial = GetRacialType(oTarget);
int nDC = 10 + nCHAMod + (GetHitDice(oNPC)/2);
if(GetIsEnemy(oTarget))
{
nDuration = (nDuration / 3) + 1;
//Make a saving throw check
if(nRacial == RACIAL_TYPE_ANIMAL)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_UNNATURAL));
//if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR)) //:: This ability only affects animals & they don't get a save.
//{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
//}
}
}
}

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//::///////////////////////////////////////////////
//:: Aura Unearthly Visage On Enter
//:: NW_S1_AuraUnEaA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Upon entering the aura of the creature the player
must make a will save or be killed because of the
sheer ugliness or beauty of the creature.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
effect eDeath = EffectDeath();
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
if(GetIsEnemy(oTarget, oNPC))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_UNEARTHLY_VISAGE));
//Make a saving throw check
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget);
//ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Acid
//:: NW_S1_BltAcid
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC);
int nDC = 10 +nCONMod+ (nHD/2);
int nCount = nHD/2;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_ACID_S);
effect eBolt;
//ankheg
if(GetAppearanceType(oNPC) == APPEARANCE_TYPE_BEETLE_SLICER)
{
nDamage = d4(4);
}
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ACID));
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_ACID);
//Make a ranged touch attack
int nTouch = TouchAttackRanged(oTarget);
if(nTouch > 0)
{
if(nTouch == 2)
{
nDamage *= 2;
}
//Set damage effect
eBolt = EffectDamage(nDamage, DAMAGE_TYPE_ACID);
if(nDamage > 0)
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Charm
//:: NW_S1_BltCharm
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
//#include "wm_include"
#include "NW_I0_SPELLS"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
nCount = GetScaledDuration(nCount, oTarget);
effect eVis = EffectVisualEffect(VFX_IMP_CHARM);
effect eBolt = EffectCharmed();
eBolt = GetScaledEffect(eBolt, oTarget);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eBolt, eDur);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_CHARM));
//Make a saving throw check
if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Charisma Drain
//:: NW_S1_BltChrDr
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Fortitude save is
needed to avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = nHD / 3;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_ABILITY_DRAIN_CHARISMA));
//Make a saving throw check
if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget))
{
eBolt = EffectAbilityDecrease(ABILITY_CHARISMA, nCount);
eBolt = SupernaturalEffect(eBolt);
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Cold
//:: NW_S1_BltCold
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = nHD/2;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_COLD));
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_COLD);
//Make a ranged touch attack
int nTouch = TouchAttackRanged(oTarget);
if(nTouch > 0)
{
if(nTouch == 2)
{
nDamage *= 2;
}
//Set damage effect
eBolt = EffectDamage(nDamage, DAMAGE_TYPE_COLD);
if(nDamage > 0)
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Constitution Drain
//:: NW_S1_BltConDr
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Fort save is
needed to avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD /3);
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ABILITY_DRAIN_CONSTITUTION));
//Make a saving throw check
if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget))
{
eBolt = EffectAbilityDecrease(ABILITY_CONSTITUTION, nCount);
eBolt = SupernaturalEffect(eBolt);
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Confuse
//:: NW_S1_BltConf
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
//#include "wm_include"
#include "NW_I0_SPELLS"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
nCount = GetScaledDuration(nCount, oTarget);
effect eVis2 = EffectVisualEffect(VFX_IMP_CONFUSION_S);
effect eVis = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eBolt = EffectConfused();
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eBolt, eDur);
eLink = EffectLinkEffects(eLink, eVis);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_CONFUSE));
//Make a saving throw check
if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Daze
//:: NW_S1_BltDaze
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
//#include "wm_include"
#include "NW_I0_SPELLS"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
nCount = GetScaledDuration(nCount, oTarget);
effect eVis = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eBolt = EffectDazed();
eBolt = GetScaledEffect(eBolt, oTarget);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eBolt, eDur);
eLink = EffectLinkEffects(eLink, eVis);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_DAZE));
//Make a saving throw check
if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Death
//:: NW_S1_BltDeath
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
effect eBolt = EffectDeath();
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_DEATH));
//Make a saving throw check
if(TouchAttackRanged(oTarget))
{
if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_DEATH))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
//ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Dexterity Drain
//:: NW_S1_BltDexDr
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Fort save is
needed to avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ABILITY_DRAIN_DEXTERITY));
//Make a saving throw check
if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget))
{
eBolt = EffectAbilityDecrease(ABILITY_DEXTERITY, nCount);
eBolt = SupernaturalEffect(eBolt);
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Disease
//:: NW_S1_BltDisease
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to infect
the target with a disease. The disease used
is chosen based upon the racial type of the
caster.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nRacial = MyPRCGetRacialType(oNPC);
int nDisease;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_DISEASE));
//Here we use the racial type of the attacker to select an
//appropriate disease.
switch (nRacial)
{
case RACIAL_TYPE_VERMIN:
nDisease = DISEASE_VERMIN_MADNESS;
break;
case RACIAL_TYPE_UNDEAD:
nDisease = DISEASE_FILTH_FEVER;
break;
case RACIAL_TYPE_OUTSIDER:
if(GetTag(oNPC) == "NW_SLAADRED")
{
nDisease = DISEASE_RED_SLAAD_EGGS;
}
else
{
nDisease = DISEASE_DEMON_FEVER;
}
break;
case RACIAL_TYPE_MAGICAL_BEAST:
nDisease = DISEASE_SOLDIER_SHAKES;
break;
case RACIAL_TYPE_ABERRATION:
nDisease = DISEASE_BLINDING_SICKNESS;
break;
default:
nDisease = DISEASE_SOLDIER_SHAKES;
break;
}
//Assign effect and chosen disease
effect eBolt = EffectDisease(nDisease);
//Make the ranged touch attack.
if (TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Dominated
//:: NW_S1_BltDomn
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
if (nCount == 0) { nCount = 1; }
nCount = GetScaledDuration(nCount, oTarget);
effect eVis = EffectVisualEffect(VFX_IMP_DOMINATE_S);
effect eBolt = EffectDominated();
eBolt = GetScaledEffect(eBolt, oTarget);
effect eVis2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DOMINATED);
eBolt = GetScaledEffect(eBolt, oTarget);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eBolt, eDur);
eLink = EffectLinkEffects(eLink, eVis2);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_DOMINATE));
//Make a saving throw check
if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Fire
//:: NW_S1_BoltFire
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = nHD/2;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_FIRE));
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_FIRE);
//Make a ranged touch attack
int nTouch = TouchAttackRanged(oTarget);
if(nTouch > 0)
{
if(nTouch == 2)
{
nDamage *= 2;
}
//Set damage effect
eBolt = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
if(nDamage > 0)
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Intelligence Drain
//:: NW_S1_BltIntDr
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ABILITY_DRAIN_INTELLIGENCE));
//Make a saving throw check
if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget))
{
eBolt = EffectAbilityDecrease(ABILITY_INTELLIGENCE, nCount);
eBolt = SupernaturalEffect(eBolt);
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Knockdown
//:: NW_S1_BltKnckD
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = nHD/2;
if (nCount == 0) { nCount = 1; }
effect eVis = EffectVisualEffect(VFX_IMP_SONIC);
effect eBolt = EffectKnockdown();
effect eDam = EffectDamage(d6(), DAMAGE_TYPE_BLUDGEONING);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_KNOCKDOWN));
//Make a saving throw check
if (!/*Reflex Save*/ PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBolt, oTarget, RoundsToSeconds(3));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Lightning
//:: NW_S1_BltLightn
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Does 1d6 per level to a single target. Reflex
save for half
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Aug 10, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = nHD/2;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eLightning = EffectBeam(VFX_BEAM_LIGHTNING, OBJECT_SELF,BODY_NODE_HAND);
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_LIGHTNING));
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_ELECTRICITY);
//Make a ranged touch attack
int nTouch = TouchAttackRanged(oTarget);
if(nTouch > 0)
{
if(nTouch == 2)
{
nDamage *= 2;
}
//Set damage effect
eBolt = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL);
if(nDamage > 0)
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLightning, oTarget, 1.7);
}
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Level Drain
//:: NW_S1_BltLvlDr
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = nHD/5;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eBolt = EffectNegativeLevel(1);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_LEVEL_DRAIN));
//Make a saving throw check
if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget))
{
//eBolt = LEVEL DRAIN EFFECT
eBolt = SupernaturalEffect(eBolt);
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Paralyze
//:: NW_S1_BltParal
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
if (nCount == 0) { nCount = 1; }
nCount = GetScaledDuration(nCount, oTarget);
effect eVis = EffectVisualEffect(VFX_DUR_PARALYZED);
effect eBolt = EffectParalyze();
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eBolt, eDur);
eLink = EffectLinkEffects(eLink, eVis);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_PARALYZE));
//Make a saving throw check
if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Poison
//:: NW_S1_BltPoison.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Must make a ranged touch attack. If successful
the target is struck down with poison that
scales with level.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 22, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nRacial = MyPRCGetRacialType(OBJECT_SELF);
int nPoison;
effect ePoison;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_POISON));
//Determine the poison type based on the Racial Type and HD
switch (nRacial)
{
case RACIAL_TYPE_OUTSIDER:
if (nHD <= 9)
{
nPoison = POISON_QUASIT_VENOM;
}
else if (nHD > 9 && nHD < 13)
{
nPoison = POISON_BEBILITH_VENOM;
}
else if (nHD >= 13)
{
nPoison = POISON_PIT_FIEND_ICHOR;
}
break;
case RACIAL_TYPE_VERMIN:
if (nHD < 3)
{
nPoison = POISON_TINY_SPIDER_VENOM;
}
else if (nHD <= 3 && nHD < 6)
{
nPoison = POISON_SMALL_SPIDER_VENOM;
}
else if (nHD <= 6 && nHD < 9)
{
nPoison = POISON_MEDIUM_SPIDER_VENOM;
}
else if (nHD <= 9 && nHD < 12)
{
nPoison = POISON_LARGE_SPIDER_VENOM;
}
else if (nHD <= 12 && nHD < 15)
{
nPoison = POISON_HUGE_SPIDER_VENOM;
}
else if (nHD <= 15 && nHD < 18)
{
nPoison = POISON_GARGANTUAN_SPIDER_VENOM;
}
else if (nHD >= 18)
{
nPoison = POISON_COLOSSAL_SPIDER_VENOM;
}
break;
default:
if (nHD < 3)
{
nPoison = POISON_NIGHTSHADE;
}
else if (nHD <= 3 && nHD < 6)
{
nPoison = POISON_BLADE_BANE;
}
else if (nHD <= 6 && nHD < 9)
{
nPoison = POISON_BLOODROOT;
}
else if (nHD <= 9 && nHD < 12)
{
nPoison = POISON_LARGE_SPIDER_VENOM;
}
else if (nHD <= 12 && nHD < 15)
{
nPoison = POISON_LICH_DUST;
}
else if (nHD <= 15 && nHD < 18)
{
nPoison = POISON_DARK_REAVER_POWDER;
}
else if (nHD >= 18 )
{
nPoison = POISON_BLACK_LOTUS_EXTRACT;
}
break;
}
//Make a ranged touch attack
if (TouchAttackRanged (oTarget))
{
ePoison = EffectPoison(nPoison);
//Apply effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePoison, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Shards
//:: NW_S1_BltShard
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_SHARDS));
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC);
//Make a ranged touch attack
int nTouch = TouchAttackRanged(oTarget);
if(nTouch > 0)
{
if(nTouch == 2)
{
nDamage *= 2;
}
//Set damage effect
eBolt = EffectDamage(nDamage, DAMAGE_TYPE_PIERCING, DAMAGE_POWER_PLUS_ONE);
if(nDamage > 0)
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
}
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Slow
//:: NW_S1_BltSlow
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex save is
needed to or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: June 18 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
if (nCount == 0) { nCount = 1; }
effect eVis = EffectVisualEffect(VFX_IMP_SLOW);
effect eBolt = EffectSlow();
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eBolt, eDur);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_SLOW));
//Make a saving throw check
if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Strength Drain
//:: NW_S1_BltStrDr
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Fort save is
needed to avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_ABILITY_DRAIN_STRENGTH));
//Make a saving throw check
if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget))
{
eBolt = EffectAbilityDecrease(ABILITY_STRENGTH, nCount);
eBolt = SupernaturalEffect(eBolt);
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Stun
//:: NW_S1_BltStun
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD + 1) / 2;
if (nCount == 0) { nCount = 1; }
nCount = GetScaledDuration(nCount, oTarget);
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_STUN);
effect eBolt = EffectStunned();
eBolt = GetScaledEffect(eBolt, oTarget);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eBolt, eDur);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_STUN));
//Make a saving throw check
if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Web
//:: NW_S1_BltWeb
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Glues a single target to the ground with
sticky strands of webbing.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 28, 2002
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC);
int nDC = 10 +nCONMod+ (nHD/2);
int nCount = 1 + (nHD /2);
if (nCount == 0) { nCount = 1; }
effect eVis = EffectVisualEffect(VFX_DUR_WEB);
effect eStick = EffectEntangle();
effect eLink = EffectLinkEffects(eVis, eStick);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_WEB));
//Make a saving throw check
if (!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
}
}

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//::///////////////////////////////////////////////
//:: Bolt: Wisdom Drain
//:: NW_S1_BltWisDr
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Fort save is
needed to avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nCount = (nHD /3);
if (nCount == 0) { nCount = 1; }
int nDamage = d6(nCount);
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eBolt;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ABILITY_DRAIN_WISDOM));
//Make a saving throw check
if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget))
{
eBolt = EffectAbilityDecrease(ABILITY_WISDOM, nCount);
eBolt = SupernaturalEffect(eBolt);
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Cone: Acid
//:: NW_S1_ConeAcid
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A cone of damage eminated from the monster. Does
a set amount of damage based upon the creatures HD
and can be halved with a Reflex Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
int nLoop = nHD / 3;
float fDelay;
if(nLoop == 0)
{
nLoop = 1;
}
//Calculate the damage
for (nLoop; nLoop > 0; nLoop--)
{
nDamage = nDamage + d6(2);
}
location lTargetLocation = PRCGetSpellTargetLocation();
effect eCone;
effect eVis = EffectVisualEffect(VFX_IMP_ACID_S);
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
//Get first target in spell area
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_CONE_ACID));
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_ACID);
//Set damage effect
eCone = EffectDamage(nDamage, DAMAGE_TYPE_ACID);
if(nDamage > 0)
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Cone: Cold
//:: NW_S1_ConeCold
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A cone of damage eminated from the monster. Does
a set amount of damage based upon the creatures HD
and can be halved with a Reflex Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
int nLoop = nHD / 3;
float fDelay;
if(nLoop == 0)
{
nLoop = 1;
}
//Calculate the damage
for (nLoop; nLoop > 0; nLoop--)
{
nDamage = nDamage + d6(2);
}
location lTargetLocation = PRCGetSpellTargetLocation();
effect eCone;
effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
//Get first target in spell area
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_CONE_COLD));
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_COLD);
//Set damage effect
eCone = EffectDamage(nDamage, DAMAGE_TYPE_COLD);
if(nDamage > 0)
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Cone: Disease
//:: NW_S1_ConeDisea
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature spits out a cone of disease that cannot
be avoided unless a Reflex save is made.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 22, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nRacial = MyPRCGetRacialType(oNPC);
int nDisease;
location lTargetLocation = PRCGetSpellTargetLocation();
float fDelay;
effect eCone = EffectDisease(nDisease);
effect eVis = EffectVisualEffect(VFX_IMP_DISEASE_S);
//Determine the disease type based on the Racial Type and HD
switch (nRacial)
{
case RACIAL_TYPE_OUTSIDER:
nDisease = DISEASE_DEMON_FEVER;
break;
case RACIAL_TYPE_VERMIN:
nDisease = DISEASE_VERMIN_MADNESS;
break;
case RACIAL_TYPE_UNDEAD:
if(nHD <= 3)
{
nDisease = DISEASE_ZOMBIE_CREEP;
}
else if (nHD > 3 && nHD <= 10)
{
nDisease = DISEASE_GHOUL_ROT;
}
else if(nHD > 10)
{
nDisease = DISEASE_MUMMY_ROT;
}
default:
if(nHD <= 3)
{
nDisease = DISEASE_MINDFIRE;
}
else if (nHD > 3 && nHD <= 10)
{
nDisease = DISEASE_RED_ACHE;
}
else if(nHD > 10)
{
nDisease = DISEASE_SHAKES;
}
break;
}
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
//Get first target in spell area
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_CONE_DISEASE));
//Get the delay time
fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget));
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Cone: Lightning
//:: NW_S1_ConeElec
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A cone of damage eminates from the monster. Does
a set amount of damage based upon the creatures HD
and can be halved with a Reflex Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
int nLoop = nHD / 3;
float fDelay;
if(nLoop == 0)
{
nLoop = 1;
}
//Calculate the damage
for (nLoop; nLoop > 0; nLoop--)
{
nDamage = nDamage + d6(2);
}
location lTargetLocation = PRCGetSpellTargetLocation();
effect eLightning = EffectBeam(VFX_BEAM_LIGHTNING, oNPC, BODY_NODE_HAND);
effect eCone;
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
//Get first target in spell area
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_CONE_LIGHTNING));
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_ELECTRICITY);
//Set damage effect
eCone = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL);
if(nDamage > 0)
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eLightning,oTarget,0.5));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Cone: Sonic
//:: NW_S1_ConeSonic
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A cone of damage eminated from the monster. Does
a set amount of damage based upon the creatures HD
and can be halved with a Reflex Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
int nLoop = nHD / 3;
float fDelay;
if(nLoop == 0)
{
nLoop = 1;
}
//Calculate the damage
for (nLoop; nLoop > 0; nLoop--)
{
nDamage = nDamage + d6(2);
}
location lTargetLocation = PRCGetSpellTargetLocation();
effect eCone;
effect eVis = EffectVisualEffect(VFX_IMP_SONIC);
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
//Get first target in spell area
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_CONE_SONIC));
//Determine effect delay
fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,DAMAGE_TYPE_SONIC);
//Set damage effect
eCone = EffectDamage(nDamage, DAMAGE_TYPE_SONIC);
if(nDamage > 0)
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Dragon Breath Fear
//:: NW_S1_DragFear
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Calculates the proper DC Save for the
breath weapon based on the HD of the dragon.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 9, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//Declare major variables
int nAge = GetHitDice(OBJECT_SELF);
int nCount;
int nDC;
float fDelay;
object oTarget;
effect eBreath = EffectFrightened();
effect eFear = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eBreath, eDur);
eLink = EffectLinkEffects(eLink, eFear);
//Determine the duration and save DC
if (nAge <= 6) //Wyrmling
{
nDC = 13;
nCount = 1;
}
else if (nAge >= 7 && nAge <= 9) //Very Young
{
nDC = 15;
nCount = 2;
}
else if (nAge >= 10 && nAge <= 12) //Young
{
nDC = 17;
nCount = 3;
}
else if (nAge >= 13 && nAge <= 15) //Juvenile
{
nDC = 19;
nCount = 4;
}
else if (nAge >= 16 && nAge <= 18) //Young Adult
{
nDC = 21;
nCount = 5;
}
else if (nAge >= 19 && nAge <= 21) //Adult
{
nDC = 24;
nCount = 6;
}
else if (nAge >= 22 && nAge <= 24) //Mature Adult
{
nDC = 27;
nCount = 7;
}
else if (nAge >= 25 && nAge <= 27) //Old
{
nDC = 28;
nCount = 8;
}
else if (nAge >= 28 && nAge <= 30) //Very Old
{
nDC = 30;
nCount = 9;
}
else if (nAge >= 31 && nAge <= 33) //Ancient
{
nDC = 32;
nCount = 10;
}
else if (nAge >= 34 && nAge <= 37) //Wyrm
{
nDC = 34;
nCount = 11;
}
else if (nAge > 37) //Great Wyrm
{
nDC = 37;
nCount = 12;
}
PlayDragonBattleCry();
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 14.0, PRCGetSpellTargetLocation(), TRUE);
//Get first target in spell area
while(GetIsObjectValid(oTarget))
{
if(oTarget != OBJECT_SELF && !GetIsReactionTypeFriendly(oTarget))
{
nCount = GetScaledDuration(nCount, oTarget);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_DRAGON_BREATH_FEAR));
//Determine the effect delay time
fDelay = GetDistanceBetween(oTarget, OBJECT_SELF)/20;
//Make a saving throw check
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR, OBJECT_SELF, fDelay))
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 14.0, PRCGetSpellTargetLocation(), TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Aura of Fear On Enter
//:: NW_S1_DragFearA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Upon entering the aura of the creature the player
must make a will save or be struck with fear because
of the creatures presence.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//Declare major variables
object oTarget = GetEnteringObject();
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eFear = EffectFrightened();
effect eLink = EffectLinkEffects(eFear, eDur);
eLink = EffectLinkEffects(eLink, eDur2);
int nHD = GetHitDice(GetAreaOfEffectCreator());
int nDC = 10 + GetHitDice(GetAreaOfEffectCreator())/3;
int nDuration = GetScaledDuration(nHD, oTarget);
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_FEAR));
//Make a saving throw check
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}

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//::///////////////////////////////////////////////
//:: Ferocity 3
//:: NW_S1_Feroc3
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
The Dex and Str of the target increases
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Aug 13, 2001
//:://////////////////////////////////////////////
void main()
{
//:: Declare major variables
object oNPC = OBJECT_SELF;
int nHD = GetHitDice(oNPC);
int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION); //:: Determine the duration by getting the con modifier
int nIncrease = 9;
int nDuration = 1 + nCONMod;
if(nDuration == 0) { nDuration = 1; }
effect eDex = EffectAbilityIncrease(ABILITY_DEXTERITY, nIncrease);
effect eStr = EffectAbilityIncrease(ABILITY_STRENGTH, nIncrease);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
effect eLink = EffectLinkEffects(eStr, eDex);
eLink = EffectLinkEffects(eLink, eDur);
eLink = ExtraordinaryEffect(eLink); //:: Make effect extraordinary
//effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE);
SignalEvent(oNPC, EventSpellCastAt(oNPC, SPELLABILITY_FEROCITY_3, FALSE));
if (nCONMod > 0)
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oNPC, RoundsToSeconds(nDuration));
//ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF) ;
}
}

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//::///////////////////////////////////////////////
//:: Gaze: Destroy Law
//:: NW_S1_GazeChaos
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save and are of Lawful alignment.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 13, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
location lTargetLocation = PRCGetSpellTargetLocation();
effect eGaze = EffectDeath();
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
if(GetAlignmentLawChaos(oTarget) == ALIGNMENT_LAWFUL)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DESTROY_LAW));
//Determine effect delay
float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
if(!/*WillSave*/PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay))
{
//Apply the VFX impact and effects
//DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget));
}
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Gaze: Charm
//:: NW_S1_GazeCharm
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 9, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD / 3);
if(nDuration == 0) { nDuration = 1; }
location lTargetLocation = PRCGetSpellTargetLocation();
effect eGaze = EffectCharmed();
effect eVis = EffectVisualEffect(VFX_IMP_CHARM);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
effect eLink = EffectLinkEffects(eDur, eVisDur);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF)
{
nDuration = GetScaledDuration(nDuration, oTarget);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_CHARM));
//Determine effect delay
float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay))
{
eGaze = GetScaledEffect(eGaze, oTarget);
eLink = EffectLinkEffects(eLink, eGaze);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Gaze: Confusion
//:: NW_S1_GazeConfu
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 9, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD / 3);
if(nDuration == 0) { nDuration = 1; }
location lTargetLocation = PRCGetSpellTargetLocation();
effect eGaze = EffectConfused();
effect eVis = EffectVisualEffect(VFX_IMP_CONFUSION_S);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eLink = EffectLinkEffects(eDur, eVisDur);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
if(oTarget != oNPC)
{
nDuration = GetScaledDuration(nDuration , oTarget);
//Determine effect delay
float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_CONFUSION));
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay))
{
eGaze = GetScaledEffect(eGaze, oTarget);
eLink = EffectLinkEffects(eLink, eGaze);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
}
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Gaze: Daze
//:: NW_S1_GazeDaze
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD / 3);
if(nDuration == 0) { nDuration = 1; }
location lTargetLocation = PRCGetSpellTargetLocation();
effect eGaze = EffectDazed();
effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eLink = EffectLinkEffects(eGaze, eVisDur);
eLink = EffectLinkEffects(eLink, eDur);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
nDuration = GetScaledDuration(nDuration , oTarget);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DAZE));
//Determine effect delay
float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
if(!/*WillSave*/PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay))
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Gaze: Death
//:: NW_S1_GazeDeath
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 9, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
location lTargetLocation = PRCGetSpellTargetLocation();
effect eGaze = EffectDeath();
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) || oTarget != oNPC)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DEATH));
//Determine effect delay
float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay))
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Gaze: Dominate
//:: NW_S1_GazeDomn
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 9, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD / 3);
if(nDuration == 0) { nDuration = 1; }
location lTargetLocation = PRCGetSpellTargetLocation();
effect eGaze = EffectDominated();
effect eVis = EffectVisualEffect(VFX_IMP_DOMINATE_S);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DOMINATED);
effect eLink = EffectLinkEffects(eDur, eVisDur);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
nDuration = GetScaledDuration(nDuration , oTarget);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DOMINATE));
//Determine effect delay
float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
if(GetIsEnemy(oTarget))
{
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay))
{
eGaze = GetScaledEffect(eGaze, oTarget);
eLink = EffectLinkEffects(eLink, eGaze);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
}
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Gaze of Doom
//:: NW_S1_GazeDoom.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
If the target fails a save they recieve a -2
penalty to all saves, attack rolls, damage and
skill checks for the duration of the spell.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 22, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD / 3);
if(nDuration == 0) { nDuration = 1; }
location lTargetLocation = PRCGetSpellTargetLocation();
effect eVis = EffectVisualEffect(VFX_IMP_DOOM);
effect eSaves = EffectSavingThrowDecrease(SAVING_THROW_ALL, 2);
effect eAttack = EffectAttackDecrease(2);
effect eDamage = EffectDamageDecrease(2);
effect eSkill = EffectSkillDecrease(SKILL_ALL_SKILLS, 2);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eAttack, eDamage);
eLink = EffectLinkEffects(eLink, eSaves);
eLink = EffectLinkEffects(eLink, eSkill);
eLink = EffectLinkEffects(eLink, eDur);
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, PRCGetSpellTargetLocation());
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
if(oTarget != oNPC)
{
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DOOM));
//Spell Resistance and Saving throw
if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC))
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink , oTarget, RoundsToSeconds(nDuration));
}
}
}
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, PRCGetSpellTargetLocation());
}
}

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//::///////////////////////////////////////////////
//:: Gaze: Deatroy Good
//:: NW_S1_GazeEvil
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 13, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD / 3);
location lTargetLocation = PRCGetSpellTargetLocation();
effect eGaze = EffectDeath();
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
if(GetAlignmentGoodEvil(oTarget) == ALIGNMENT_GOOD)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DEATH));
//Determine effect delay
float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay))
{
//Apply the VFX impact and effects
//DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget));
}
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Gaze: Fear
//:: NW_S1_GazeFear
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 9, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD / 3);
if(nDuration == 0) { nDuration = 1; }
nDuration = GetScaledDuration(nDuration , oTarget);
location lTargetLocation = PRCGetSpellTargetLocation();
effect eGaze = EffectFrightened();
effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
effect eLink = EffectLinkEffects(eGaze, eVisDur);
eLink = EffectLinkEffects(eLink, eDur);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
nDuration = GetScaledDuration(nDuration , oTarget);
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_FEAR));
//Determine effect delay
float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR, oNPC, fDelay))
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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

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//::///////////////////////////////////////////////
//:: Gaze: Deatroy Chaos
//:: NW_S1_GazeLaw
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 13, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD / 3);
if(nDuration == 0) { nDuration = 1; }
location lTargetLocation = PRCGetSpellTargetLocation();
effect eGaze = EffectDeath();
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
if(GetAlignmentLawChaos(oTarget) == ALIGNMENT_CHAOTIC)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DESTROY_LAW));
//Determine effect delay
float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
if(!/*WillSave*/PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay))
{
//Apply the VFX impact and effects
//DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget));
}
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Gaze: Stun
//:: NW_S1_GazeStun
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 9, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "x0_i0_match"
void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
if (PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
return;
}
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDuration = 1 + (nHD / 3);
location lTargetLocation = PRCGetSpellTargetLocation();
effect eGaze = EffectStunned();
effect eVis = EffectVisualEffect(VFX_IMP_STUN);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eLink = EffectLinkEffects(eDur, eVisDur);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
nDuration = GetScaledDuration(nDuration , oTarget);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_STUNNED));
//Determine effect delay
float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
if(!/*WillSave*/PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay))
{
eGaze = GetScaledEffect(eGaze, oTarget);
eLink = EffectLinkEffects(eLink, eGaze);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Golem Breath
//:: NW_S1_GolemGas
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Iron Golem spits out a cone of poison.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 22, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//Declare major variables
location lTargetLocation = PRCGetSpellTargetLocation();
object oTarget;
effect eCone = EffectPoison(POISON_IRON_GOLEM);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_GOLEM_BREATH_GAS));
//Determine effect delay
float fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
//Apply poison effect
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget));
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Hell Hound Fire Breath
//:: NW_S1_HndBreath
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A cone of fire eminates from the hound.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC);
int nDC = 10 +nCONMod+ (nHD/2);
int nDamage = d6(2);
float fDelay;
location lTargetLocation = PRCGetSpellTargetLocation();
effect eCone;
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HELL_HOUND_FIREBREATH));
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE);
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
//Set damage effect
eCone = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
if(nDamage > 0)
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Howl: Confuse
//:: NW_S1_HowlConf
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A howl emanates from the creature which affects
all within 20ft unless they make a save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/4);
int nDuration = 1 + (nHD/4);
if(nDuration == 0) { nDuration = 1; }
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_CONFUSION_S);
effect eHowl = EffectConfused();
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eDur2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_MIND);
effect eLink = EffectLinkEffects(eHowl, eDur);
eLink = EffectLinkEffects(eLink, eDur2);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC)
{
nDuration = GetScaledDuration(nDuration , oTarget);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_CONFUSE));
fDelay = GetDistanceToObject(oTarget)/10;
//Make a saving throw check
if(!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay))
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Howl: Daze
//:: NW_S1_HowlDaze
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A howl emanates from the creature which affects
all within 10ft unless they make a save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/4);
int nDuration = 1 + (nHD/4);
if(nDuration == 0) { nDuration = 1; }
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S);
effect eHowl = EffectDazed();
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eDur2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_MIND);
effect eLink = EffectLinkEffects(eHowl, eDur);
eLink = EffectLinkEffects(eLink, eDur2);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC)
{
nDuration = GetScaledDuration(nDuration , oTarget);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_DAZE));
fDelay = GetDistanceToObject(oTarget)/10;
//Make a saving throw check
if(!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay))
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Howl: Death
//:: NW_S1_HowlDeath
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A howl emanates from the creature which affects
all within 10ft unless they make a save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/4);
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_ODD);
effect eHowl = EffectDeath();
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_DEATH));
fDelay = GetDistanceToObject(oTarget)/10;
//Make a saving throw check
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay))
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget));
//ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Howl: Fear
//:: NW_S1_HowlFear
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A howl emanates from the creature which affects
all within 10ft unless they make a save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/4);
int nDuration = 1 + (nHD/4);
if(nDuration == 0) { nDuration = 1; }
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
effect eHowl = EffectFrightened();
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eDur2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_MIND);
effect eLink = EffectLinkEffects(eHowl, eDur);
eLink = EffectLinkEffects(eLink, eDur2);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC)
{
fDelay = GetDistanceToObject(oTarget)/10;
nDuration = GetScaledDuration(nDuration , oTarget);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_FEAR));
//Make a saving throw check
if(!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR))
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Howl: Paralysis
//:: NW_S1_HowlParal
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A howl emanates from the creature which affects
all within 10ft unless they make a save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/4);
int nDuration = 1 + (nHD/4);
if(nDuration == 0) { nDuration = 1; }
float fDelay;
effect eHowl = EffectParalyze();
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eDur2 = EffectVisualEffect(VFX_DUR_PARALYZE_HOLD);
effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_ODD);
effect eLink = EffectLinkEffects(eHowl, eDur);
eLink = EffectLinkEffects(eLink, eDur2);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC)
{
fDelay = GetDistanceToObject(oTarget)/10;
nDuration = GetScaledDuration(nDuration , oTarget);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_PARALYSIS));
//Make a saving throw check
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_NONE, oNPC, fDelay))
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Howl: Sonic
//:: NW_S1_HowlSonic
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A howl emanates from the creature which affects
all within 10ft unless they make a save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/4);
int nDamage;
int nSonic = nHD/4;
if(nSonic == 0) { nSonic = 1; }
effect eVis = EffectVisualEffect(VFX_IMP_SONIC);
effect eHowl;
effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_WAR_CRY);
float fDelay;
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(!GetIsFriend(oTarget) && oTarget != oNPC)
{
fDelay = GetDistanceToObject(oTarget)/20;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_SONIC));
nDamage = d6(nSonic);
//Make a saving throw check
if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_SONIC, oNPC, fDelay))
{
nDamage = nDamage / 2;
}
//Set damage effect
eHowl = EffectDamage(nDamage, DAMAGE_TYPE_SONIC);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Howl: Stun
//:: NW_S1_HowlStun
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A howl emanates from the creature which affects
all within 10ft unless they make a save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
//#include "wm_include"
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/4);
int nDuration = 1 + (nHD/4);
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_STUN);
effect eHowl = EffectStunned();
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eDur2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_MIND);
effect eLink = EffectLinkEffects(eHowl, eDur);
eLink = EffectLinkEffects(eLink, eDur2);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC)
{
fDelay = GetDistanceToObject(oTarget)/10;
nDuration = GetScaledDuration(nDuration , oTarget);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_STUN));
//Make a saving throw check
if(!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Krenshar Fear Stare
//:: NW_S1_KrenScare
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Causes those in the gaze to be struck with fear
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 8, 2002
//:://////////////////////////////////////////////
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nMetaMagic = PRCGetMetaMagicFeat();
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
effect eFear = EffectFrightened();
effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
//Link the fear and mind effects
effect eLink = EffectLinkEffects(eFear, eMind);
eLink = EffectLinkEffects(eLink, eDur);
//Get first target in the spell cone
oTarget = GetFirstObjectInShape(SHAPE_CONE, 10.0, PRCGetSpellTargetLocation(), TRUE);
while(GetIsObjectValid(oTarget))
{
//Make faction check
if(GetIsEnemy(oTarget))
{
fDelay = GetDistanceToObject(oTarget)/20;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_KRENSHAR_SCARE));
//Make a will save
if(!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR))
{
//Apply the linked effects and the VFX impact
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(3)));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
//Get next target in the spell cone
oTarget = GetNextObjectInShape(SHAPE_CONE, 10.0, PRCGetSpellTargetLocation(), TRUE);
}
}

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//::///////////////////////////////////////////////
//:: Salt Mephit Breath
//:: NW_S1_MephSalt
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Salt Mephit shoots out a bolt of corrosive material
that causes 1d4 damage and reduces AC and Attack by 2
This should be a cone - Jaysyn
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC);
int nDC = 10 +nCONMod+ (nHD/2);
int nDamage = d4();
effect eVis = EffectVisualEffect(VFX_IMP_ACID_S);
effect eBolt, eAttack, eAC;
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_ACID);
//Make a ranged touch attack
int nTouch = TouchAttackRanged(oTarget);
if(nDamage == 0) {nTouch = 0;}
if(nTouch > 0)
{
if(nTouch == 2)
{
nDamage *= 2;
}
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_MEPHIT_SALT_BREATH));
//Set damage, AC mod and attack mod effects
eBolt = EffectDamage(nDamage, DAMAGE_TYPE_ACID);
eAC = EffectACDecrease(2);
eAttack = EffectAttackDecrease(2);
effect eLink = EffectLinkEffects(eAttack, eAC);
eLink = EffectLinkEffects(eLink, eDur);
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(3));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Steam Mephit Breath
//:: NW_S1_MephSteam
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Steam Mephit shoots out a bolt of steam
that causes 1d4 damage and reduces AC by 4
and Attack by 2
This should be a cone - Jaysyn
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC);
int nDC = 10 +nCONMod+ (nHD/2);
int nDamage = d4();
effect eVis = EffectVisualEffect(VFX_IMP_ACID_S);
effect eBolt, eAttack, eAC;
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE);
//Make a ranged touch attack
int nTouch = TouchAttackRanged(oTarget);
if(nDamage == 0) {nTouch = 0;}
if(nTouch > 0)
{
if(nTouch == 2)
{
nDamage *= 2;
}
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_MEPHIT_STEAM_BREATH));
//Set damage, AC mod and attack mod effects
eBolt = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
eAC = EffectACDecrease(4);
eAttack = EffectAttackDecrease(2);
effect eLink = EffectLinkEffects(eAC, eAttack);
eLink = EffectLinkEffects(eLink, eDur);
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(3));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}

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//::///////////////////////////////////////////////
//:: Bolster Undead
//:: NW_S1_MumUndead
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
This spell increases the Turn Resistance of
all undead around the caster by an amount
scaled with HD.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 22, 2002
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nScaling = nHD / 4;
if(nScaling == 0) {nScaling = 1;}
float fDelay;
effect eTurn = EffectTurnResistanceIncrease(nScaling);
effect eVis = EffectVisualEffect(VFX_IMP_HEAD_EVIL);
effect eImpact = EffectVisualEffect(VFX_FNF_LOS_EVIL_30);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, GetLocation(oNPC));
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(GetIsFriend(oTarget))
{
fDelay = GetRandomDelay();
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_MUMMY_BOLSTER_UNDEAD, FALSE));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eTurn, oTarget, RoundsToSeconds(10)));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Pulse: Charisma Drain
//:: NW_S1_PulsDeath
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A wave of energy emanates from the creature which affects
all within 10ft. Damage can be reduced by half for all
damaging variants.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage = nHD/5;
if (nDamage == 0) {nDamage = 1;}
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eHowl;
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(oTarget != oNPC)
{
if(!GetIsReactionTypeFriendly(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_ABILITY_DRAIN_CHARISMA));
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
//Make a saving throw check
if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay))
{
//Set the Ability mod and change to supernatural effect
eHowl = EffectAbilityDecrease(ABILITY_CHARISMA, nDamage);
eHowl = SupernaturalEffect(eHowl);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
}
//Get first target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Pulse: Cold
//:: NW_S1_PulsCold
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A wave of energy emanates from the creature which affects
all within 10ft. Damage can be reduced by half for all
damaging variants.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage = d6(nHD);
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
effect eHowl;
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_COLD);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(oTarget != oNPC)
{
if(!GetIsReactionTypeFriendly(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_COLD));
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_COLD);
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
eHowl = EffectDamage(nDamage, DAMAGE_TYPE_COLD);
if(nDamage > 0)
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Pulse: Constitution Drain
//:: NW_S1_PulsDeath
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A wave of energy emanates from the creature which affects
all within 10ft. Damage can be reduced by half for all
damaging variants.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage = nHD/5;
if (nDamage == 0) {nDamage = 1;}
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eHowl;
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(oTarget != oNPC)
{
if(!GetIsReactionTypeFriendly(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_ABILITY_DRAIN_CONSTITUTION));
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
//Make a saving throw check
if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay))
{
//Set the Ability mod and change to supernatural effect
eHowl = EffectAbilityDecrease(ABILITY_CONSTITUTION, nDamage);
eHowl = SupernaturalEffect(eHowl);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
}
//Get first target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Pulse: Death
//:: NW_S1_PulsDeath
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A wave of energy emanates from the creature which affects
all within 10ft. Damage can be reduced by half for all
damaging variants.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage = nHD/5;
if (nDamage == 0) {nDamage = 1;}
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
effect eHowl = EffectDeath();
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget))
{
if(oTarget != OBJECT_SELF)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_DEATH));
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay))
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget));
//DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Pulse: Dexterity Drain
//:: NW_S1_PulsDeath
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A wave of energy emanates from the creature which affects
all within 10ft. Damage can be reduced by half for all
damaging variants.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage = nHD/5;
if (nDamage == 0) {nDamage = 1;}
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eHowl;
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(oTarget != oNPC)
{
if(!GetIsReactionTypeFriendly(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_ABILITY_DRAIN_DEXTERITY));
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
//Make a saving throw check
if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay))
{
//Set the Ability mod and change to supernatural effect
eHowl = EffectAbilityDecrease(ABILITY_DEXTERITY, nDamage);
eHowl = SupernaturalEffect(eHowl);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
}
//Get first target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Pulse: Disease
//:: NW_S1_PulsDis
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A wave of disease spreads out from the creature
and infects all those within 10ft
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Aug 14, 2000
//:://////////////////////////////////////////////
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nRacial = MyPRCGetRacialType(oNPC);
int nHD = GetHitDice(oNPC);
int nDamage = d6(nHD);
int nDisease;
float fDelay;
effect eDisease;
effect ePulse = EffectVisualEffect(266);
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NATURE);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, ePulse, GetLocation(oNPC));
//Determine the disease type based on the Racial Type
switch (nRacial)
{
case RACIAL_TYPE_VERMIN:
nDisease = DISEASE_VERMIN_MADNESS;
break;
case RACIAL_TYPE_UNDEAD:
nDisease = DISEASE_FILTH_FEVER;
break;
case RACIAL_TYPE_OUTSIDER:
nDisease = DISEASE_DEMON_FEVER;
break;
case RACIAL_TYPE_MAGICAL_BEAST:
nDisease = DISEASE_SOLDIER_SHAKES;
break;
case RACIAL_TYPE_ABERRATION:
nDisease = DISEASE_BLINDING_SICKNESS;
break;
default:
nDisease = DISEASE_MINDFIRE;
break;
}
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(oTarget != oNPC)
{
if(!GetIsReactionTypeFriendly(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_PULSE_DISEASE));
//Determine effect delay
fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
eDisease = EffectDisease(nDisease);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDisease, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Pulse: Lightning
//:: NW_S0_CallLghtn.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
All creatures within 10ft of the creature take
1d6 per HD up to 10d6
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 22, 2001
//:://////////////////////////////////////////////
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
effect eLightning = EffectBeam(VFX_BEAM_LIGHTNING, oNPC, BODY_NODE_CHEST);
effect eHowl = EffectVisualEffect(VFX_IMP_PULSE_COLD);
DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eHowl, GetLocation(oNPC)));
float fDelay;
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(oTarget != oNPC)
{
if(!GetIsReactionTypeFriendly(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_LIGHTNING));
//Roll the damage
nDamage = d6(nHD);
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_ELECTRICITY);
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
eHowl = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL);
if(nDamage > 0)
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eLightning,oTarget, 0.5));
}
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Pulse: Fire
//:: NW_S1_PulsFire
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A wave of energy emanates from the creature which affects
all within 10ft. Damage can be reduced by half for all
damaging variants.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
effect eHowl;
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_FIRE);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF));
while(GetIsObjectValid(oTarget))
{
if(oTarget != OBJECT_SELF)
{
if(!GetIsReactionTypeFriendly(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_PULSE_FIRE));
//Roll the damage
nDamage = d6(nHD);
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE);
//Determine effect delay
fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
eHowl = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
if(nDamage > 0)
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF));
}
}

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//::///////////////////////////////////////////////
//:: Pulse: Holy
//:: NW_S1_PulsHoly
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A wave of energy emanates from the creature which affects
all within 10ft. Damage can be reduced by half for all
damaging variants. Undead are damaged, allies are healed.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_HEALING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
effect eHowl;
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_HOLY);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
//Roll the amount to heal or damage
nDamage = d4(nHD);
//If the target is not undead
if (MyPRCGetRacialType(oTarget) != RACIAL_TYPE_UNDEAD)
{
//Make a faction check
if(oTarget != oNPC)
{
if(GetIsFriend(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_HOLY, FALSE));
//Set heal effect
eHowl = EffectHeal(nDamage);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
}
else
{
if(!GetIsReactionTypeFriendly(oTarget))
{
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_DIVINE);
//Set damage effect
eHowl = EffectDamage(nDamage, DAMAGE_TYPE_DIVINE) ;
if(nDamage > 0)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_HOLY));
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget));
}
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Pulse: Intelligence Drain
//:: NW_S1_PulsDeath
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A wave of energy emanates from the creature which affects
all within 10ft. Damage can be reduced by half for all
damaging variants.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage = nHD/5;
if (nDamage == 0) {nDamage = 1;}
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eHowl;
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(oTarget != oNPC)
{
if(!GetIsReactionTypeFriendly(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_ABILITY_DRAIN_INTELLIGENCE));
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
//Make a saving throw check
if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay))
{
//Set the Ability mod and change to supernatural effect
eHowl = EffectAbilityDecrease(ABILITY_INTELLIGENCE, nDamage);
eHowl = SupernaturalEffect(eHowl);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
}
//Get first target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF));
}
}

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//::///////////////////////////////////////////////
//:: Pulse: Level Drain
//:: NW_S1_PulsLvlDr
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A wave of energy emanates from the creature which affects
all within 10ft. Damage can be reduced by half for all
damaging variants.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eHowl;
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, GetLocation(oNPC));
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(oTarget != oNPC)
{
if(!GetIsReactionTypeFriendly(oTarget))
{
fDelay = GetSpellEffectDelay(GetLocation(oNPC), oTarget)/20;
//Make a saving throw check
if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay))
{
//Apply the VFX impact and effects
eHowl = EffectNegativeLevel(1);
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Pulse: Negative
//:: NW_S1_PulsDeath
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A wave of energy emanates from the creature which affects
all within 10ft. Damage can be reduced by half for all
damaging variants. Undead are healed.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage;
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_HEALING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eHowl;
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(oTarget != oNPC)
{
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
//Roll the amount to heal or damage
nDamage = d4(nHD);
//If the target is undead
if (MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
{
//Make a faction check
if(GetIsFriend(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_HOLY, FALSE));
//Set heal effect
eHowl = EffectHeal(nDamage);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
else
{
if(!GetIsReactionTypeFriendly(oTarget) && MyPRCGetRacialType(oTarget) != RACIAL_TYPE_UNDEAD)
{
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE);
//Set damage effect
eHowl = EffectDamage(nDamage, DAMAGE_TYPE_NEGATIVE);
if(nDamage > 0)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_HOLY));
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget));
}
}
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Pulse: Poison
//:: NW_S1_PulsPois
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A wave of energy emanates from the creature which affects
all within 10ft. All who make a reflex save are not
poisoned.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 23, 2000
//:://////////////////////////////////////////////
#include "prc_inc_racial"
//#include "wm_include"
void main()
{
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC);
int nDC = 10 +nCONMod+ (nHD/2);
int nRacial = MyPRCGetRacialType(oNPC);
int nPoison;
float fDelay;
effect ePoison;
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NATURE);
//Determine the poison type based on the Racial Type and HD
switch (nRacial)
{
case RACIAL_TYPE_OUTSIDER:
if (nHD <= 9)
{
nPoison = POISON_QUASIT_VENOM;
}
else if (nHD > 9 && nHD < 13)
{
nPoison = POISON_BEBILITH_VENOM;
}
else if (nHD >= 13)
{
nPoison = POISON_PIT_FIEND_ICHOR;
}
break;
case RACIAL_TYPE_VERMIN:
if (nHD < 3)
{
nPoison = POISON_TINY_SPIDER_VENOM;
}
else if (nHD <= 3 && nHD < 6)
{
nPoison = POISON_SMALL_SPIDER_VENOM;
}
else if (nHD <= 6 && nHD < 9)
{
nPoison = POISON_MEDIUM_SPIDER_VENOM;
}
else if (nHD <= 9 && nHD < 12)
{
nPoison = POISON_LARGE_SPIDER_VENOM;
}
else if (nHD <= 12 && nHD < 15)
{
nPoison = POISON_HUGE_SPIDER_VENOM;
}
else if (nHD <= 15 && nHD < 18)
{
nPoison = POISON_GARGANTUAN_SPIDER_VENOM;
}
else if (nHD >= 18)
{
nPoison = POISON_COLOSSAL_SPIDER_VENOM;
}
break;
default:
if (nHD < 3)
{
nPoison = POISON_NIGHTSHADE;
}
else if (nHD <= 3 && nHD < 6)
{
nPoison = POISON_BLADE_BANE;
}
else if (nHD <= 6 && nHD < 9)
{
nPoison = POISON_BLOODROOT;
}
else if (nHD <= 9 && nHD < 12)
{
nPoison = POISON_LARGE_SPIDER_VENOM;
}
else if (nHD <= 12 && nHD < 15)
{
nPoison = POISON_LICH_DUST;
}
else if (nHD <= 15 && nHD < 18)
{
nPoison = POISON_DARK_REAVER_POWDER;
}
else if (nHD >= 18 )
{
nPoison = POISON_BLACK_LOTUS_EXTRACT;
}
break;
}
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(oTarget != oNPC)
{
if(!GetIsReactionTypeFriendly(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_POISON));
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
ePoison = EffectPoison(nPoison);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePoison, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Vrock Spores
//:: NW_S1_PulsSpore
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A wave of disease spreads out from the creature
and infects all those within 10ft
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 8, 2002
//:://////////////////////////////////////////////
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
float fDelay;
effect eDisease;
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NATURE);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(oTarget != oNPC)
{
if(!GetIsReactionTypeFriendly(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_DISEASE));
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
eDisease = EffectDisease(DISEASE_SOLDIER_SHAKES);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDisease, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Pulse: Strength Drain
//:: NW_S1_PulsDeath
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A wave of energy emanates from the creature which affects
all within 10ft. Damage can be reduced by half for all
damaging variants.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage = nHD/5;
if (nDamage == 0) {nDamage = 1;}
float fDelay;
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE);
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eHowl;
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(oTarget != oNPC)
{
if(!GetIsReactionTypeFriendly(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_ABILITY_DRAIN_STRENGTH));
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
//Make a saving throw check
if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay))
{
//Set the Ability mod and change to supernatural effect
eHowl = EffectAbilityDecrease(ABILITY_STRENGTH, nDamage);
eHowl = SupernaturalEffect(eHowl);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Pulse Whirlwind
//:: NW_S1_PulsWind
//:: Copyright (c) 2001 Bioware Corp.
//::///////////////////////////////////////////////
/*
All those that fail a save are knocked
down by the elemental whirlwind.
*/
//::///////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 8, 2002
//::///////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nSTRMod = GetAbilityModifier(ABILITY_STRENGTH, oNPC);
int nDC = 10 +nSTRMod+ (nHD/2);
effect eDown = EffectKnockdown();
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_WIND);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
{
//Make a saving throw check
if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDown, oTarget, 5.0);
}
//Get next target in spell area
}
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
}
}

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//::///////////////////////////////////////////////
//:: Pulse: Wisdom Drain
//:: NW_S1_PulsWisDr
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A wave of energy emanates from the creature which affects
all within 10ft. Damage can be reduced by half for all
damaging variants.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/2);
int nDamage = nHD/5;
if (nDamage == 0) {nDamage = 1;}
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eHowl;
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, GetLocation(OBJECT_SELF));
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_ABILITY_DRAIN_WISDOM));
//Determine effect delay
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
//Make a saving throw check
if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay))
{
//Set the Ability mod and change to supernatural effect
eHowl = EffectAbilityDecrease(ABILITY_WISDOM, nDamage);
eHowl = SupernaturalEffect(eHowl);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
//Get first target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, GetLocation(OBJECT_SELF));
}
}

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//::///////////////////////////////////////////////
//:: Smoke Claws
//:: NW_S1_SmokeClaw
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
If a Belker succeeds at a touch attack the
target breaths in part of the Belker and suffers
3d4 damage per round until a Fortitude save is
made.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 23 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nHD = GetHitDice(oNPC);
int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC);
int nDC = 10 +nCONMod+ (nHD/2);
int bSave = FALSE;
effect eVis = EffectVisualEffect(VFX_COM_BLOOD_REG_RED);
effect eSmoke;
float fDelay = 0.0;
//Make a touch attack
if(TouchAttackMelee(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget))
{
//Make a saving throw check
while (bSave == FALSE)
{
//Make a saving throw check
if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NONE, oNPC, fDelay))
{
bSave = TRUE;
}
else
{
//Set damage
eSmoke = EffectDamage(d4(3));
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eSmoke, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
//Increment the delay
fDelay = fDelay + 6.0;
}
}
}
}
}

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/*
PROJECT Q IV
(c) 2022 by Pstemarie
Belker Smoke Claws AOE OnEnter Event Script
Creatures entering the AOE must make a Fort save or suffer 3d4 damage.
Note: Uses the "nw_" prefix for name continuity with the OC spellscript
"nw_s1_smokeclaw".
Version: 1.0
Created: 7 June 2022
Author: Pstemarie
*/
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
void main()
{
//Declare major variables
object oTarget = GetEnteringObject();
effect eDamage;
effect eHit = EffectVisualEffect(VFX_COM_BLOOD_REG_RED);
if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_SMOKE_CLAW));
//Make a saving throw check
if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, 14, SAVING_THROW_TYPE_POISON))
{
eDamage = EffectDamage(d4(3));
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_INSTANT, eHit, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
}
}
}

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//::///////////////////////////////////////////////
//:: Stinking Cloud On Enter
//:: NW_S1_Stink_A.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Those within the area of effect must make a
fortitude save or be dazed.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 17, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
//#include "wm_include"
#include "prc_inc_spells"
void main()
{
//:: Declare major variables
object oNPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject(); //Get the first object in the persistant area
int nHD = GetHitDice(oNPC);
int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC);
int nDC = 10 +nCONMod+ (nHD/2);
effect eStink = EffectDazed();
effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eMind, eStink);
eLink = EffectLinkEffects(eLink, eDur);
effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S);
float fDelay;
//if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;}
if(MyPRCGetRacialType(oTarget) != RACIAL_TYPE_VERMIN)
{
if(GetIsEnemy(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_STINKING_CLOUD));
//Make a Fort Save
if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_POISON))
{
fDelay = GetRandomDelay(0.25, 1.0);
//Apply the VFX impact and linked effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(2)));
}
}
}
}

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