#include "prc_inc_spells" void DoStrDamage( object oTarget ) { int nDam = d6(); effect eStr = EffectAbilityDecrease(ABILITY_STRENGTH, nDam); eStr = SupernaturalEffect(eStr); effect eVis = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eStr,oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis,oTarget); } void main() { object oOrigin = OBJECT_SELF ; // Where the spell came from object oTarget = PRCGetSpellTargetObject(); // What the spell is aimed at int nAlign = GetAlignmentGoodEvil(oTarget); if ( nAlign == ALIGNMENT_EVIL ) return; effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); effect eDaze = EffectDazed(); effect eVis2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); effect eLink = EffectLinkEffects(eDaze,eVis2); eLink = EffectLinkEffects(eLink,eDur); ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis,oTarget); // ApplyEffectToObject(DURATION_TYPE_PERMANENT,eStr,oTarget); DelayCommand(0.1, DoStrDamage(oTarget)); ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eLink,oTarget,RoundsToSeconds(1)); }