MAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_2d8); DelayCommand(2.0, AddItemProperty(DURATION_TYPE_TEMPORARY, ipFlames, oWeapon, fDur)); } void main() { /*//Set and apply AOE object if (!X2PreSpellCastCode()) { // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell return; } */ //Declare major variables effect eVis = EffectVisualEffect(VFX_DUR_ELEMENTAL_SHIELD); int nDuration = GetCasterLevel(OBJECT_SELF); int nMetaMagic = GetMetaMagicFeat(); object oTarget = OBJECT_SELF; effect eShield = EffectDamageShield(nDuration, DAMAGE_BONUS_2d6, DAMAGE_TYPE_FIRE); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); effect eFire = EffectDamageImmunityIncrease(DAMAGE_TYPE_FIRE, 100); //Link effects effect eLink = EffectLinkEffects(eShield, eFire); eLink = EffectLinkEffects(eLink, eDur); eLink = EffectLinkEffects(eLink, eVis); //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, 761, FALSE)); //Enter Metamagic conditions if (nMetaMagic == METAMAGIC_EXTEND) { nDuration = nDuration * 2; //Duration is +100% } //Apply the VFX impact and effects ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)); effect eAOE = EffectAreaOfEffect(AOE_MOB_FIRE, "x2_s0_hellfirea", "x2_s0_hellfirec"); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, RoundsToSeconds(nDuration)); // weapon burst into flames... (with a little delay so enemies can see the weapon bursting). object oWeaponRight = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, OBJECT_SELF); object oWeaponLeft = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, OBJECT_SELF); if(oWeaponRight != OBJECT_INVALID) BurstWeapon(oWeaponRight, RoundsToSeconds(nDuration)); if(oWeaponLeft != OBJECT_INVALID) BurstWeapon(oWeaponLeft, RoundsToSeconds(nDuration)); } //:://///////////////////////////////////////////// //:: Aura of Hellfire on Heartbeat //:: NW_S1_AuraElecC.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Prolonged exposure to the aura of the creature causes fire damage to all within the aura. */ #include "NW_I0_SPELLS" void main() { int nDamage; int nDamSave; effect eDam; effect