///:://///////////////////////////////////////////// //:: Entangle //:: NW_S0_EntangleC.NSS //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Upon entering the AOE the target must make a reflex save or be entangled by vegitation */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: July 30, 2001 //::////////////////////////////////////////////// //::Updated Aug 14, 2003 Georg: removed some artifacts #include "X0_I0_SPELLS" #include "x2_inc_spellhook" void main() { //Declare major variables effect eHold = EffectEntangle(); effect eEntangle = EffectVisualEffect(VFX_DUR_ENTANGLE); //Link Entangle and Hold effects effect eLink = EffectLinkEffects(eHold, eEntangle); object oCreator; int bValid; object oTarget = GetFirstInPersistentObject(); while(GetIsObjectValid(oTarget)) { // SpawnScriptDebugger(); if(!GetHasFeat(FEAT_WOODLAND_STRIDE, oTarget) &&(GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_IS_INCORPOREAL) != TRUE) ) { if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, GetAreaOfEffectCreator())) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_ENTANGLE)); //Make SR check if(!GetHasSpellEffect(SPELL_ENTANGLE, oTarget)) { if(!MyResistSpell(GetAreaOfEffectCreator(), oTarget)) { //Make reflex save if(!MySavingThrow(SAVING_THROW_REFLEX, oTarget, GetSpellSaveDC())) { //Apply linked effects ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(2)); } } } } } //Get next target in the AOE oTarget = GetNextInPersistentObject(); } }