//:://///////////////////////////////////////////// //:: Default: On User Defined //:: NW_C2_DEFAULTD //:: Copyright (c) 2002 Bioware Corp. //::////////////////////////////////////////////// /* Determines the course of action to be taken on a user defined event. */ //::////////////////////////////////////////////// //:: Created By: Don Moar //:: Created On: April 28, 2002 //::////////////////////////////////////////////// void main() { int nUser = GetUserDefinedEventNumber(); location lLoc = GetLocation(OBJECT_SELF); int nDur = d3(3); float fDur = IntToFloat(nDur); object oPC; int nSave; if(nUser == 1001) { if(d4() == 1) { oPC = GetFirstObjectInShape(4, 5.0, lLoc, FALSE, 1); ApplyEffectAtLocation(0, EffectVisualEffect(98), lLoc); while(oPC != OBJECT_INVALID) { if(GetIsPC(oPC) == TRUE) { nSave = ReflexSave(oPC, 14, 15, OBJECT_SELF); if(nSave == 0) { ApplyEffectToObject(1, EffectBlindness(), oPC, fDur); } } oPC = GetNextObjectInShape(4, 5.0, lLoc, FALSE, 1); } } } else if(nUser == 1003) { oPC = GetFirstObjectInShape(4, 10.0, lLoc, FALSE, 1); if(d10() == 1) { while(oPC != OBJECT_INVALID) { if(GetIsPC(oPC) == TRUE) { nSave = ReflexSave(oPC, 14, 15, OBJECT_SELF); if(nSave == 0) { ApplyEffectToObject(1, EffectSlow(), oPC, fDur); ApplyEffectToObject(0, EffectVisualEffect(95), oPC, fDur); } } oPC = GetNextObjectInShape(4, 10.0, lLoc, FALSE, 1); } } else { ApplyEffectAtLocation(0, EffectVisualEffect(VFX_FNF_HOWL_MIND), lLoc); while(oPC != OBJECT_INVALID) { if(GetIsPC(oPC) == TRUE) { nSave = WillSave(oPC, 12, 1, OBJECT_SELF); if(nSave == 0) { ApplyEffectToObject(1, EffectConfused(), oPC, 10.0); ApplyEffectToObject(1, EffectVisualEffect(7), oPC, 10.0); } } oPC = GetNextObjectInShape(4, 10.0, lLoc, FALSE, 1); } } } return; }