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HeroesStone_PRC8/_removed/x2_s0_crshadow.nss
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//::///////////////////////////////////////////////
//:: Create Undead
//:: x2_s0_CrShadow.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
This spell will summon a shadow - 20% of the time,
the shadow will be hostile to the summoner.
*/
//:://////////////////////////////////////////////
//:: Created By: Keith Warner
//:: Created On: Jan 2/03
//:://////////////////////////////////////////////
#include "x2_inc_spellhook"
#include "inc_multisummon"
void main()
{
/*
Spellcast Hook Code
Added 2003-07-07 by Georg Zoeller
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
int nMetaMagic = GetMetaMagicFeat();
int nCasterLevel = GetCasterLevel(OBJECT_SELF);
int nDuration = nCasterLevel;
if(nDuration < SUMMON_DURATION_MIN)
nDuration = SUMMON_DURATION_MIN;
if(GetLocalInt(GetModule(), "PnPSummonDuration")==FALSE)
nDuration = 24;
//Check for metamagic extend
if (nMetaMagic == METAMAGIC_EXTEND)
{
nDuration = nDuration *2; //Duration is +100%
}
//Set the summoned undead to the appropriate template based on the caster level
if (d100() > 20)
{
string sSummon = "x2shfiendfriend";
int nFNF_Effect = VFX_FNF_SUMMON_UNDEAD;
if(GetLocalInt(GetModule(), "PnPSummonDuration")==FALSE)
PrimoEffectSummonCreature(sSummon, nFNF_Effect,
GetSpellTargetLocation(), DURATION_TYPE_TEMPORARY, HoursToSeconds(nDuration));
else
PrimoEffectSummonCreature(sSummon, nFNF_Effect,
GetSpellTargetLocation(), DURATION_TYPE_TEMPORARY, RoundsToSeconds(nDuration));
}
else
{
effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_UNDEAD);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetSpellTargetLocation());
object oShadow = CreateObject(OBJECT_TYPE_CREATURE, "x2shfiendfoe", GetSpellTargetLocation());
float fDelay;
if(GetLocalInt(GetModule(), "PnPSummonDuration")==FALSE)
fDelay = HoursToSeconds(nDuration);
else
fDelay = RoundsToSeconds(nDuration);
DestroyObject(oShadow, fDelay);
}
}