#include "NW_I0_SPELLS" void main() { //Declare major variables effect eCon = EffectDisease(DISEASE_RED_SLAAD_EGGS); effect eTest; eCon = ExtraordinaryEffect(eCon); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); effect eDis = EffectVisualEffect(VFX_IMP_DISEASE_S); effect eLink = EffectLinkEffects(eCon, eDur); eLink = EffectLinkEffects(eDis, eDur); //debug object oCreator=GetAreaOfEffectCreator(); //AssignCommand(oCreator,SpeakString("I am the creator")); float fDelay; //Get first target in spell area object oTarget = GetFirstInPersistentObject(); while(GetIsObjectValid(oTarget)) { if(GetIsPC(oTarget)||GetIsPC(GetMaster(oTarget))) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELL_CONTAGION)); //Make an SR Check fDelay = GetRandomDelay(0.5, 2.0); DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCon, oTarget)); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eCon,oTarget); //signCommand(oTarget,SpeakString("resist passed")); } //Get next target in spell area oTarget = GetNextInPersistentObject(); } }