void CreateObject2(int nObjectType, string sTemplate, location lLocation, int bUseAppearAnimation=FALSE); //:://///////////////////////////////////////////// //:: Average Negative Energy Trap //:: NW_T1_NegMinC //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Does 2d6 negative energy damage and the target must make a Fort save or take 1 point of strength damage */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Nov 16, 2001 //::////////////////////////////////////////////// #include "prc_inc_spells" #include "NW_I0_SPELLS" void main() { //Declare major variables object oTarget = GetEnteringObject(); effect eNeg = EffectAbilityDecrease(ABILITY_STRENGTH, 1); effect eDam = EffectDamage(d6(3), DAMAGE_TYPE_NEGATIVE); eNeg = SupernaturalEffect(eNeg); effect eVis = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE); //Make a saving throw check if(!MySavingThrow(SAVING_THROW_FORT,oTarget, 15, SAVING_THROW_TYPE_NEGATIVE)) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eNeg, oTarget); } //Apply the VFX impact and effects 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; }