///:://///////////////////////////////////////////// //:: [Dominate Animal] //:: [NW_S0_DomAn.nss] //:: Copyright (c) 2000 Bioware Corp. //::////////////////////////////////////////////// //:: Will save or the target is dominated for 1 round //:: per caster level. //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Jan 30, 2001 //::////////////////////////////////////////////// //:: VFX Pass By: Preston W, On: June 20, 2001 //:: Update Pass By: Preston W, On: July 30, 2001 #include "NW_I0_SPELLS" #include "x2_inc_spellhook" void main() { /* Spellcast Hook Code Added 2003-06-23 by GeorgZ If you want to make changes to all spells, check x2_inc_spellhook.nss to find out more */ if (!X2PreSpellCastCode()) { // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell return; } // End of Spell Cast Hook //Declare major variables object oTarget = GetSpellTargetObject(); effect eDom = EffectDominated(); effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DOMINATED); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); //Link domination and persistant VFX effect eLink = EffectLinkEffects(eMind, eDom); eLink = EffectLinkEffects(eLink, eDur); effect eVis = EffectVisualEffect(VFX_IMP_DOMINATE_S); int nMetaMagic = GetMetaMagicFeat(); int nCasterLevel = GetCasterLevel(OBJECT_SELF); int nDuration = 3 + nCasterLevel; int nRacial = GetRacialType(oTarget); //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_DOMINATE_ANIMAL, FALSE)); //Make sure the target is an animal if(!GetIsReactionTypeFriendly(oTarget)) { if ((nRacial == RACIAL_TYPE_ANIMAL)) { //Make SR check if (!MyResistSpell(OBJECT_SELF, oTarget)) { //Will Save for spell negation if (!/*Will Save*/ MySavingThrow(SAVING_THROW_WILL, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_MIND_SPELLS)) { //Check for Metamagic extension if (nMetaMagic == METAMAGIC_EXTEND) { nDuration = nDuration * 2; } //Apply linked effect and VFX impact ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)); } } } } }