Updated to PRC8
Updated to PRC8. Further function integration. Fixed NPC onDeath script. Full compile. Updated release archive.
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61
_haks/poa_exp_abilities/nw_s1_krenscare.nss
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61
_haks/poa_exp_abilities/nw_s1_krenscare.nss
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//::///////////////////////////////////////////////
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//:: Krenshar Fear Stare
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//:: NW_S1_KrenScare
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Causes those in the gaze to be struck with fear
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Jan 8, 2002
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//:://////////////////////////////////////////////
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//#include "wm_include"
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#include "prc_inc_spells"
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void main()
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{
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//if (WildMagicOverride()) { return; }
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//:: Declare major variables
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object oNPC = OBJECT_SELF;
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object oTarget;
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int nHD = GetHitDice(oNPC);
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int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
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int nDC = 10 +nCHAMod+ (nHD/2);
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int nMetaMagic = PRCGetMetaMagicFeat();
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float fDelay;
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effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
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effect eFear = EffectFrightened();
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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//Link the fear and mind effects
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effect eLink = EffectLinkEffects(eFear, eMind);
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eLink = EffectLinkEffects(eLink, eDur);
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//Get first target in the spell cone
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oTarget = GetFirstObjectInShape(SHAPE_CONE, 10.0, GetSpellTargetLocation(), TRUE);
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while(GetIsObjectValid(oTarget))
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{
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//Make faction check
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if(GetIsEnemy(oTarget))
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{
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fDelay = GetDistanceToObject(oTarget)/20;
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_KRENSHAR_SCARE));
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//Make a will save
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if(!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR))
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{
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//Apply the linked effects and the VFX impact
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(3)));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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}
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//Get next target in the spell cone
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oTarget = GetNextObjectInShape(SHAPE_CONE, 10.0, GetSpellTargetLocation(), TRUE);
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}
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}
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