//:://///////////////////////////////////////////// //:: Name Cold Comfort - OnEnter //:: FileName inv_coldcmfrta.nss //:://///////////////////////////////////////////// #include "inv_inc_invfunc" #include "inv_invokehook" void main() { //Declare major variables object oTarget = GetEnteringObject(); int CasterLvl = GetInvokerLevel(GetAreaOfEffectCreator(), CLASS_TYPE_WARLOCK); int nAmount = 20; int nResistance = 10; effect eCold = EffectDamageResistance(DAMAGE_TYPE_COLD, nResistance, nAmount); effect eFire = EffectDamageResistance(DAMAGE_TYPE_FIRE, nResistance, nAmount); effect eAcid = EffectDamageResistance(DAMAGE_TYPE_ACID, nResistance, nAmount); effect eSonic = EffectDamageResistance(DAMAGE_TYPE_SONIC, nResistance, nAmount); effect eElec = EffectDamageResistance(DAMAGE_TYPE_ELECTRICAL, nResistance, nAmount); effect eDur = EffectVisualEffect(VFX_DUR_PROTECTION_ELEMENTS); effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), INVOKE_COLD_COMFORT, FALSE)); //Link Effects effect eLink = EffectLinkEffects(eCold, eFire); eLink = EffectLinkEffects(eLink, eAcid); eLink = EffectLinkEffects(eLink, eSonic); eLink = EffectLinkEffects(eLink, eElec); eLink = EffectLinkEffects(eLink, eDur); eLink = EffectLinkEffects(eLink, eDur2); //Apply VFX impact and effects SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, HoursToSeconds(24),TRUE,-1,CasterLvl); }