// Function to get creature(s) within radius and apply the alternate TimeStop int TestScrollUsage() { int n = GetLevelByClass(CLASS_TYPE_BARD) + GetLevelByClass(CLASS_TYPE_SORCERER) + GetLevelByClass(CLASS_TYPE_WIZARD) + GetLevelByClass(CLASS_TYPE_ROGUE); return Random(15) < n; } // Begin Main Function void main() { int fDur = 12+ d6(); float dur = IntToFloat(fDur); if (!TestScrollUsage() && !GetIsDM(OBJECT_SELF) && GetRacialType(OBJECT_SELF) != RACIAL_TYPE_DRAGON) { SendMessageToPC(OBJECT_SELF, "Casting from item failed"); return; } int nRoll; int nRoll2 = d4(); if (nRoll2 == 1){nRoll = 2;} if (nRoll2 == 2 || nRoll2 == 3){nRoll = 3;} if (nRoll2 == 4){nRoll = 4;} object dragon = GetNearestCreature(CREATURE_TYPE_RACIAL_TYPE, RACIAL_TYPE_DRAGON); object area = GetArea(dragon); string pc = GetPCPlayerName(OBJECT_SELF); object area2 = GetArea(OBJECT_SELF); string busted = GetName(area2); if (GetRacialType(OBJECT_SELF) == RACIAL_TYPE_DRAGON){ area = GetArea(GetWaypointByTag("sage")); fDur = 18+ d6();} if (dragon != OBJECT_INVALID && area == area2){ SendMessageToPC(OBJECT_SELF, "There is a disturbance in the time stream, and you cannot cast Time Stop."); return; } if (GetLocalInt(GetArea(OBJECT_SELF), "streamed")==2) { SendMessageToPC(OBJECT_SELF, "Time is already stopped"); return; } DelayCommand(1.0, SetLocalInt(GetArea(OBJECT_SELF), "streamed", 2)); DelayCommand(dur, DeleteLocalInt(OBJECT_SELF, "streamed")); //Signal event to start the TimeStop SignalEvent(OBJECT_SELF, EventSpellCastAt(OBJECT_SELF, SPELL_TIME_STOP, FALSE)); // Begin custom TimeStop SendMessageToAllDMs("Timestop cast by " + pc + " in " + busted); float fDist = 200.0; object oNearestC; // Define nearest creature // Begin loop to find all creatures within the fDist meter radius oNearestC = GetFirstObjectInShape(SHAPE_SPHERE, fDist, GetSpellTargetLocation(), FALSE, OBJECT_TYPE_CREATURE); while(GetIsObjectValid(oNearestC)) { // This makes sure the Caster is not Timestopped and skips any PC's/NPC's associates if (oNearestC != OBJECT_SELF) { AssignCommand(oNearestC, ClearAllActions()); DelayCommand(0.01, SetCommandable( FALSE, oNearestC )); DelayCommand(dur, SetCommandable( FALSE, oNearestC )); } // Get the next creature in the fDist meter radius and continue loop oNearestC = GetNextObjectInShape(SHAPE_SPHERE, fDist, GetSpellTargetLocation(), FALSE, OBJECT_TYPE_CREATURE); } ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_TIME_STOP), GetSpellTargetLocation()); }