38 lines
1.1 KiB
Plaintext
38 lines
1.1 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Default: On User Defined
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//:: NW_C2_DEFAULTD
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//:: Copyright (c) 2002 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Determines the course of action to be taken
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on a user defined event.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Don Moar
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//:: Created On: April 28, 2002
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//:://////////////////////////////////////////////
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#include "nw_i0_spells"
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#include "prc_inc_spells"
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void main()
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{
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int nUser = GetUserDefinedEventNumber();
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effect eGaze = EffectDazed();
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object oVictim;
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int nDC= 14;
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int nSave;
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effect eViz = EffectVisualEffect(VFX_IMP_DAZED_S);
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if(nUser == 1003) //On Combat Round End
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{
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oVictim = GetLastHostileActor();
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nSave = PRCMySavingThrow(SAVING_THROW_WILL,oVictim,nDC,SAVING_THROW_TYPE_MIND_SPELLS);
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//WillSave(oVictim, 19, SAVING_THROW_TYPE_SPELL, OBJECT_SELF);
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if(nSave == 0)
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{
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGaze, oVictim,6.0);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eViz, oVictim,6.0);
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}
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}
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}
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