void CreateObject2(int nObjectType, string sTemplate, location lLocation, int bUseAppearAnimation=FALSE); //:://///////////////////////////////////////////// //:: Minor Acid Blob //:: NW_T1_AcidMinoC //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Target is hit with a blob of acid that does 3d6 Damage and holds the target for 2 rounds. Can make a Reflex save to avoid the hold effect. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: July 4th , 2001 //::////////////////////////////////////////////// #include "prc_inc_spells" #include "NW_I0_SPELLS" void main() { //Declare major variables object oTarget = GetEnteringObject(); effect eDam = EffectDamage(d6(3), DAMAGE_TYPE_ACID);; effect eHold = EffectParalyze(); effect eVis = EffectVisualEffect(VFX_IMP_ACID_S); effect eDur = EffectVisualEffect(VFX_DUR_PARALYZED); effect eLink = EffectLinkEffects(eHold, eDur); int nDamage; //Make Reflex Save if(!MySavingThrow(SAVING_THROW_REFLEX, oTarget, 15, SAVING_THROW_TYPE_ACID, OBJECT_SELF)) { //Apply Hold and Damage ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(2)); } else { //Apply Hold ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); } ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); //respawn trap DelayCommand(598.0, CreateObject2(GetObjectType(OBJECT_SELF), GetResRef(OBJECT_SELF), GetLocation(OBJECT_SELF))); DelayCommand(600.0, DestroyObject(OBJECT_SELF)); } void CreateObject2(int nObjectType, string sTemplate, location lLocation, int bUseAppearAnimation=FALSE) { CreateObject(nObjectType, sTemplate, lLocation, bUseAppearAnimation); return; }