#include "prc_alterations" void main() { effect eDam; effect eVis = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); float fDelay = 1.0; //Get first target in spell area object oTarget = GetFirstInPersistentObject(); while(GetIsObjectValid(oTarget)) { if (MyPRCGetRacialType(oTarget)==RACIAL_TYPE_UNDEAD) { //Roll Damage int nDamage = d4(); //Set Damage Effect with the modified damage eDam = EffectDamage(nDamage, DAMAGE_TYPE_DIVINE); DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget)); } //Get next target in spell area oTarget = GetNextInPersistentObject(); } }