///:://///////////////////////////////////////////// //:: Grease: Heartbeat //:: NW_S0_GreaseC.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Creatures entering the zone of grease must make a reflex save or fall down. Those that make their save have their movement reduced by 1/2. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Aug 1, 2001 //::////////////////////////////////////////////// #include "X0_I0_SPELLS" #include "x2_inc_spellhook" void main() { //Declare major variables object oTarget; effect eFall = EffectKnockdown(); float fDelay; //Get first target in spell area oTarget = GetFirstInPersistentObject(); while(GetIsObjectValid(oTarget)) { if(!GetHasFeat(FEAT_WOODLAND_STRIDE, oTarget) &&(GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_IS_INCORPOREAL) != TRUE) ) { if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, GetAreaOfEffectCreator())) { fDelay = GetRandomDelay(0.0, 2.0); if(!MySavingThrow(SAVING_THROW_REFLEX, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_NONE, OBJECT_SELF, fDelay)) { DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFall, oTarget, 4.0)); } } } //Get next target in spell area oTarget = GetNextInPersistentObject(); } }