//:://///////////////////////////////////////////// //:: Avascular Mass C //:: sw_avasmassC.nss //::////////////////////////////////////////////// /* Upon entering the AOE the target must make a reflex save or be entangled by animated blood vessels. */ //::////////////////////////////////////////////// //:: Created By: Tenjac //:: Created On: 11/15/05 //::////////////////////////////////////////////// #include "prc_inc_spells" #include "prc_alterations" #include "prc_add_spell_dc" void main() { DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR"); SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_NECROMANCY); //Declare major variables effect eHold = EffectEntangle(); effect eSlow = EffectSlow(); //effect eEntangle = EffectVisualEffect(VFX_DUR_AMENTANGLE); effect eEntangle = EffectVisualEffect(VFX_DUR_ENTANGLE); //Link Entangle and Hold effects effect eLink = EffectLinkEffects(eHold, eEntangle); int bValid; object aoeCreator = GetAreaOfEffectCreator(); int CasterLvl = PRCGetCasterLevel(aoeCreator); int nPenetr = SPGetPenetrAOE(aoeCreator,CasterLvl); object oTarget = GetFirstInPersistentObject(); while(GetIsObjectValid(oTarget)) { // Woodland Stride does not negate as if(GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_IS_INCORPOREAL) != TRUE) { if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, aoeCreator)) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_AVASCULAR_MASS)); //Make SR check if(!GetHasSpellEffect(SPELL_AVASCULAR_MASS, oTarget)) { if(!PRCDoResistSpell(aoeCreator, oTarget,nPenetr)) { //Make reflex save if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, (PRCGetSaveDC(oTarget,aoeCreator)))) { //Apply linked effects SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(2),FALSE); } } } //If Reflex save successful, slow the target else { SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eSlow, oTarget, RoundsToSeconds(2), FALSE); } } } //Get next target in the AOE oTarget = GetNextInPersistentObject(); } DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR"); // Getting rid of the local integer storing the spellschool name }