///:://///////////////////////////////////////////// //:: [Dominate Monster] //:: [NW_S0_DomMon.nss] //:: Copyright (c) 2000 Bioware Corp. //::////////////////////////////////////////////// /* Will save or the target monster is Dominated for 3 turns +1 per caster level. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Jan 29, 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(); eDom = GetScaledEffect(eDom, oTarget); 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/2; nDuration = GetScaledDuration(nDuration, oTarget); int nRacial = GetRacialType(oTarget); //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_DOMINATE_MONSTER, FALSE)); //Make sure the target is a monster if(!GetIsReactionTypeFriendly(oTarget)) { //Make SR Check if (!MyResistSpell(OBJECT_SELF, oTarget)) { //Make a Will Save if (!MySavingThrow(SAVING_THROW_WILL, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_MIND_SPELLS)) { //Check for Metamagic extension if (nMetaMagic == METAMAGIC_EXTEND) { nDuration = nDuration * 2; } //Apply linked effects and VFX Impact ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration)); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); } } } }