#include "NW_I0_GENERIC" void main() { if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) { DetermineSpecialBehavior(); } else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) { DetermineCombatRound(); } if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(1003)); } // Weakness Touch (25% chance) if (GetIsPC(GetNearestSeenOrHeardEnemy()) && d4() == 1 && GetDistanceToObject(GetNearestSeenOrHeardEnemy()) < 4.0) { ClearAllActions(); SendMessageToPC(GetNearestSeenOrHeardEnemy(), "The Green Hag tries to touch you!"); if (!FortitudeSave(GetNearestSeenOrHeardEnemy(), 13)) ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCurse(d4(2)), GetNearestSeenOrHeardEnemy(), HoursToSeconds(48)); } }