void CreateObject2(int nObjectType, string sTemplate, location lLocation, int bUseAppearAnimation=FALSE); //:://///////////////////////////////////////////// //:: Deadly Frost Trap //:: NW_T1_ColdDeadC //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Strikes the entering object with a blast of cold for 8d4 damage. Fortitude save to avoid being paralyzed for 4 rounds. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Nov 16th , 2001 //::////////////////////////////////////////////// #include "prc_inc_spells" #include "NW_I0_SPELLS" void main() { //Declare major variables object oTarget = GetEnteringObject(); effect eDam = EffectDamage(d4(8), DAMAGE_TYPE_COLD); effect eParal = EffectParalyze(); effect eVis = EffectVisualEffect(VFX_IMP_FROST_S); effect eFreeze = EffectVisualEffect(VFX_DUR_BLUR); effect eLink = EffectLinkEffects(eParal, eFreeze); if(!MySavingThrow(SAVING_THROW_FORT,oTarget, 15, SAVING_THROW_TYPE_COLD)) { ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(4)); } 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; }