LoT_PRC8/_module/nss/trap_cold_strong.nss
Jaysyn904 ec287507a1 Initial upload
Initial upload.
2023-09-25 21:32:17 -04:00

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void CreateObject2(int nObjectType, string sTemplate, location lLocation, int bUseAppearAnimation=FALSE);//::///////////////////////////////////////////////
//:: Strong Frost Trap
//:: NW_T1_ColdMinC
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Strikes the entering object with a blast of
cold for 3d4 damage. Fortitude save to avoid
being paralyzed for 3 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(5), 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, 14, SAVING_THROW_TYPE_COLD))
{
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(3));
}
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;
}