void DoMindDrain (object oTarget);

void main()
{
int nEvent = GetUserDefinedEventNumber();

if (nEvent == 50)
{



     SpeakString("*The fungus reacts to your presence*");



   // Do the spell effect
   //Declare major variables
    object oCaster = OBJECT_SELF;

    effect eExplode = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_NATURE);
    effect eEffect = EffectVisualEffect(VFX_IMP_POISON_S);
    effect eMirv = EffectVisualEffect(VFX_DUR_MIRV_ACID);
    effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
    effect eConfusion = EffectConfused();
    effect eLink=EffectLinkEffects(eCessate,eConfusion);
    effect eDur=EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
    eLink=EffectLinkEffects(eDur,eLink);
    eLink=ExtraordinaryEffect(eLink);

    float fDelay;
    float fDist;
    int nSave;
    float fDuration;
    ///Get the spell target location as opposed to the spell target.
    location lTarget = GetLocation(OBJECT_SELF);
    //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, 40.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
    //Cycle through the targets within the spell shape until an invalid object is captured.
    while (GetIsObjectValid(oTarget))
    {
            if (!GetIsFriend(oTarget))
            {
                //Fire cast spell at event for the specified target
                SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_CONFUSION));

                // Do the Mirv
                 ApplyEffectToObject(DURATION_TYPE_INSTANT, eMirv, oTarget);

                //Get the distance between the explosion and the target to calculate delay
                // * recalculate appropriate distances
                fDist = GetDistanceBetween(OBJECT_SELF, oTarget);
                fDelay = fDist/(3.0 * log(fDist) + 2.0);



                    //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
                    nSave = FortitudeSave(oTarget,18,SAVING_THROW_TYPE_POISON);
                    //Set the damage effect



                    if(nSave == 0)
                    {
                        // choose a duration
                        fDuration=RoundsToSeconds(d6()+2);
                        // Apply effects to the currently selected target.
                        DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget,fDuration));
                        //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, eEffect, oTarget));
                    }

       // Do mind drain 60 seconds later
       DelayCommand(60.0, DoMindDrain (oTarget));
       }
       //Select the next target within the spell shape.
       oTarget = GetNextObjectInShape(SHAPE_SPHERE, 40.0, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
    }




}

}

void DoMindDrain (object oTarget)
{
 effect eEffect = EffectVisualEffect(VFX_IMP_POISON_L);
  effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
    effect eConfusion = EffectAbilityDecrease(ABILITY_INTELLIGENCE,d4(2));
    effect eLink=EffectLinkEffects(eCessate,eConfusion);
    eLink=ExtraordinaryEffect(eLink);
    float fDuration;

int nSave = FortitudeSave(oTarget,15,SAVING_THROW_TYPE_POISON);
                    //Set the damage effect



                      if(nSave == 0)
                       {
                        FloatingTextStringOnCreature("The spore from the fungus continues to infect you",oTarget);
                        fDuration=TurnsToSeconds(d6()+2);
                        // Apply effects to the currently selected target.
                        ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget,fDuration);
                        //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.
                        ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget);
                        }
}