#include "NW_I0_SPELLS" #include "prc_inc_spells" void main() { object oPC = GetFirstPC(); int nDam = GetCurrentHitPoints(oPC); effect eDam; // Ensure the player can actually die from drowning if (nDam == 1) nDam = 2; while(GetIsObjectValid(oPC)) { if(GetArea(oPC) == OBJECT_SELF) { if (GetTag(GetItemInSlot(INVENTORY_SLOT_HEAD, oPC)) != "HelmOfAir") { //Make a fortitude save if(!PRCMySavingThrow(SAVING_THROW_FORT, oPC, 20)) { nDam = FloatToInt(nDam * 0.9); eDam = EffectDamage(nDam, DAMAGE_TYPE_BLUDGEONING); //Apply the VFX impact and damage effect ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oPC); } } } oPC = GetNextPC(); } }