//:://///////////////////////////////////////////// //:: Vine Mine, Hamper Movement: On Enter //:: X2_S0_VineMHmpA //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Creatures entering the zone of Vine Mine, Hamper Movement have their movement reduced by 1/2. */ //::////////////////////////////////////////////// //:: Created By: Andrew Nobbs //:: Created On: Nov 25, 2002 //::////////////////////////////////////////////// //:: Last Updated By: Andrew Nobbs, 02/06/2003 //:: altered by mr_bumpkin Dec 4, 2003 for prc stuff #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_CONJURATION); //Declare major variables effect eVis = EffectVisualEffect(VFX_IMP_SLOW); effect eSlow = EffectMovementSpeedDecrease(50); effect eLink = EffectLinkEffects(eVis, eSlow); object oTarget = GetEnteringObject(); float fDelay = PRCGetRandomDelay(1.0, 2.2); if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, GetAreaOfEffectCreator())) { if(!GetHasFeat(FEAT_WOODLAND_STRIDE, oTarget) &&(GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_IS_INCORPOREAL) != TRUE) ) { //Fire cast spell at event for the target SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), GetSpellId())); //Apply reduced movement effect and VFX_Impact SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget,0.0f,FALSE); } } DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR"); // Erasing the variable used to store the spell's spell school }