//:://///////////////////////////////////////////// //:: Planar Ally //:: X0_S0_Planar.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Summons an outsider dependant on alignment, or holds an outsider if the creature fails a save. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: April 12, 2001 //::////////////////////////////////////////////// //:: Modified from Planar binding //:: Hold ability removed for cleric version of spell #include "NW_I0_SPELLS" #include "x2_inc_spellhook" #include "inc_multisummon" void main() { /* Spellcast Hook Code Added 2003-06-20 by Georg 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(); int nMetaMagic = GetMetaMagicFeat(); int nCasterLevel = GetCasterLevel(OBJECT_SELF); int nDuration = GetCasterLevel(OBJECT_SELF); effect eSummon; effect eGate; if(nDuration == 0) { nDuration == 1; } //Check for metamagic extend if (nMetaMagic == METAMAGIC_EXTEND) { nDuration = nDuration *2; //Duration is +100% } int nAlign = GetAlignmentGoodEvil(OBJECT_SELF); string sSummon; int nFNF_Effect; float fSummonDelay; switch (nAlign) { case ALIGNMENT_EVIL: sSummon = "NW_S_SUCCUBUS"; nFNF_Effect = VFX_FNF_SUMMON_GATE; fSummonDelay = 3.0; break; case ALIGNMENT_GOOD: sSummon = "NW_S_CHOUND"; nFNF_Effect = VFX_FNF_SUMMON_CELESTIAL; fSummonDelay = 3.0; break; case ALIGNMENT_NEUTRAL: sSummon = "NW_S_SLAADGRN"; nFNF_Effect = VFX_FNF_SUMMON_MONSTER_3; fSummonDelay = 1.0; break; } //Apply the VFX impact and summon effect if(GetLocalInt(GetModule(), "PnPSummonDuration")==FALSE) PrimoEffectSummonCreature(sSummon, nFNF_Effect, GetSpellTargetLocation(), DURATION_TYPE_TEMPORARY, HoursToSeconds(nDuration), fSummonDelay); else PrimoEffectSummonCreature(sSummon, nFNF_Effect, GetSpellTargetLocation(), DURATION_TYPE_TEMPORARY, RoundsToSeconds(nDuration), fSummonDelay); }