void CreateObject2(int nObjectType, string sTemplate, location lLocation, int bUseAppearAnimation=FALSE); //:://///////////////////////////////////////////// //:: Deadly Tangle Trap //:: NW_T1_TangStrC //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Targets within 10ft of the entering character are slowed unless they make a will save with a DC of 35. Effect lasts for 5 Rounds */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: July 4th, 2001 //::////////////////////////////////////////////// #include "prc_inc_spells" #include "NW_I0_SPELLS" void main() { //Declare major variables int nDuration = 5; object oTarget = GetEnteringObject(); location lTarget = GetLocation(oTarget); effect eSlow = EffectSlow(); effect eVis = EffectVisualEffect(VFX_IMP_SLOW); //Find first target in the size oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lTarget); //Cycle through the objects in the radius while (GetIsObjectValid(oTarget)) { if(!MySavingThrow(SAVING_THROW_WILL, oTarget, 35,SAVING_THROW_TYPE_NONE)) { //Apply slow effect and slow effect ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eSlow, oTarget, RoundsToSeconds(nDuration)); } //Get next target in the shape. oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lTarget); } //respawn trap //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; }