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2002-09-10
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//::///////////////////////////////////////////////
//:: Web: Heartbeat
//:: NW_S0_WebC.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creates a mass of sticky webs that cling to
and entangle targets who fail a Reflex Save
Those caught can make a new save every
round. Movement in the web is 1/5 normal.
The higher the creatures Strength the faster
they move within the web.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Aug 8, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
void main()
{
//Declare major variables
effect eWeb = EffectEntangle();
effect eVis = EffectVisualEffect(VFX_DUR_WEB);
object oTarget;
//Spell resistance check
oTarget = GetFirstInPersistentObject();
while(GetIsObjectValid(oTarget))
{
if(!GetHasFeat(FEAT_WOODLAND_STRIDE, oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget, GetAreaOfEffectCreator()))
{
// *************
// * Patch Fix
// * Brent
// * Moved the two spell cast events down after the reaction check check
//Fire cast spell at event for the target
SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELL_WEB));
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_WEB));
if(!MyResistSpell(GetAreaOfEffectCreator(), oTarget))
{
//Make a Fortitude Save to avoid the effects of the entangle.
if(!/*Reflex Save*/ MySavingThrow(SAVING_THROW_REFLEX, oTarget, GetSpellSaveDC()))
{
//Entangle effect and Web VFX impact
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eWeb, oTarget, RoundsToSeconds(1));
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget, RoundsToSeconds(1));
}
}
}
}
oTarget = GetNextInPersistentObject();
}
}