//:://///////////////////////////////////////////// //:: Stonehold //:: X2_S0_StneholdA //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Creates an area of effect that will cover the creature with a stone shell holding them in place. */ //::////////////////////////////////////////////// //:: Created By: Georg Zoeller //:: Created On: August 2003 //:: Updated : October 2003 //::////////////////////////////////////////////// //:: altered by mr_bumpkin Dec 4, 2003 for prc stuff #include "prc_inc_spells" #include "prc_add_spell_dc" void main() { PRCSetSchool(SPELL_SCHOOL_CONJURATION); //Declare major variables object oCaster = GetAreaOfEffectCreator(); object oTarget = GetEnteringObject(); if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oCaster)) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(oCaster, SPELL_STONEHOLD)); int nPenetr = SPGetPenetrAOE(oCaster); //Make a SR check if(!PRCDoResistSpell(oCaster, oTarget, nPenetr)) { int nDC = PRCGetSaveDC(oTarget, oCaster); //Make a Fort Save if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS)) { int nMetaMagic = PRCGetMetaMagicFeat(); int nRounds = PRCMaximizeOrEmpower(6, 1, nMetaMagic); float fDelay = PRCGetRandomDelay(0.45, 1.85); effect eLink = EffectLinkEffects(EffectParalyze(), EffectVisualEffect(VFX_DUR_STONEHOLD)); //Apply the VFX impact and linked effects DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nRounds),FALSE)); } } } PRCSetSchool(); }