// Constriction Attack - Item Unique OnHit Script // #include "nw_i0_spells" //#include "x2_inc_spellhook" #include "x2_inc_switches" const int CREATURE_SIZE_GARGANTUAN = 22; const int CREATURE_SIZE_COLOSSAL = 23; void main() { object oPC = OBJECT_SELF; object oItem = GetSpellCastItem(); object oTarget = GetSpellTargetObject(); int nCreSTR = GetAbilityModifier(ABILITY_STRENGTH, oPC); effect eGrabDmg = EffectDamage(d6(2)+nCreSTR, DAMAGE_TYPE_BLUDGEONING); int nSTR_Target; int nSTR_Creature; // Huge & larger creatures cannot be constricted. if (GetCreatureSize(oTarget) == CREATURE_SIZE_HUGE || GetCreatureSize(oTarget) == CREATURE_SIZE_GARGANTUAN || GetCreatureSize(oTarget) == CREATURE_SIZE_COLOSSAL) { return; } // Perform a melee touch attack. Return if it missed. if (!TouchAttackMelee(oTarget)) { return; } // Deal 2d6+7 bludgeoning damage. ApplyEffectToObject(DURATION_TYPE_INSTANT, eGrabDmg, oTarget); // Perform an opposed Strength check. If the target wins this check, it won't // get entangled. To avoid ties, we do the rolling in a loop that breaks once // the two results are NOT identical. do { nSTR_Target = GetAbilityScore(oTarget, ABILITY_STRENGTH) + d20(); nSTR_Creature = GetAbilityScore(oPC, ABILITY_STRENGTH) + d20(); } while (nSTR_Target == nSTR_Creature); // If the target wins, send a short message to it and return. if (nSTR_Target > nSTR_Creature) { FloatingTextStringOnCreature("You escape the constriction attack.", oTarget); return; } // Check for immunity vs entangle. If the target is immune, tell him that the // Shambling Mound TRIED to entangle him. Otherwise tell him that he GOT // entangled. if (GetIsImmune(oTarget, IMMUNITY_TYPE_ENTANGLE, oPC)) { FloatingTextStringOnCreature("The creature tries to constrict you!", oTarget); } else { FloatingTextStringOnCreature("The creature is constricting you!", oTarget); } // Apply the Entangle effect no matter whether the target is immune or not. If // it is, it will have already received an according message that the Shambling // Mounds entangle attempt failed. Otherwise it simply gets entangled as // intended. ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectEntangle(), oTarget, 9.0f); }