// Elven Rope Improved Grab & Blood Drain - Item Unique OnHit Script // #include "nw_i0_spells" //#include "x2_inc_spellhook" #include "x2_inc_switches" const int CREATURE_SIZE_GARGANTUAN = 22; const int CREATURE_SIZE_COLOSSAL = 23; void main() { object oPC = OBJECT_SELF; object oItem = GetSpellCastItem(); object oTarget = GetSpellTargetObject(); int nCreSTR = GetAbilityModifier(ABILITY_STRENGTH, oPC); int nSTR_Target; int nSTR_Creature; int nConDrain = d4(1); //effect eWebVis = EffectVisualEffect(VFX_DUR_WEB); effect eCocoon = EffectEntangle(); eCocoon = ExtraordinaryEffect(eCocoon); //effect eLink = EffectLinkEffects(eWebVis, eCocoon); effect eBloodVis = EffectVisualEffect(VFX_COM_CHUNK_RED_SMALL); effect eBloodsuck = EffectAbilityDecrease(ABILITY_CONSTITUTION, nConDrain); eBloodsuck = ExtraordinaryEffect(eBloodsuck); // Colossal creatures cannot be constricted. if (GetCreatureSize(oTarget) == CREATURE_SIZE_COLOSSAL) { return; } // Perform a melee touch attack. Return if it missed. if (!TouchAttackMelee(oTarget)) { return; } // Deal 1d4 CON Damage. ApplyEffectToObject(DURATION_TYPE_INSTANT, eBloodVis, oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, eBloodsuck, oTarget); // Perform an opposed Strength check. If the target wins this check, it won't // get entangled. To avoid ties, we do the rolling in a loop that breaks once // the two results are NOT identical. do { nSTR_Target = GetAbilityScore(oTarget, ABILITY_STRENGTH) + d20(); nSTR_Creature = GetAbilityScore(oPC, ABILITY_STRENGTH) + d20(); } while (nSTR_Target == nSTR_Creature); // If the target wins, send a short message to it and return. if (nSTR_Target > nSTR_Creature) { FloatingTextStringOnCreature("You escape the elven rope's grapple.", oTarget); return; } // Check for immunity vs entangle. If the target is immune, tell him that the // silk wyrm TRIED to entangle him. Otherwise tell him that he GOT // entangled. if (GetIsImmune(oTarget, IMMUNITY_TYPE_ENTANGLE, oPC)) { FloatingTextStringOnCreature("The elven rope tries to grapple you!", oTarget); } else { FloatingTextStringOnCreature("The elven rope is grappling you!", oTarget); } // Apply the Entangle effect no matter whether the target is immune or not. If // it is, it will have already received an according message that the elven // rope's entangle attempt failed. Otherwise it simply gets entangled as // intended. ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCocoon, oTarget, 6.0f); }