Initial upload.
Adding base PRC 4.19a files to repository.
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trunk/spells/nw_s0_charmani.nss
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102
trunk/spells/nw_s0_charmani.nss
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//::///////////////////////////////////////////////
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//:: [Charm Person or Animal]
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//:: [nw_s0_charmani.nss]
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//:: Copyright (c) 2000 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Charm Person
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Enchantment (Charm) [Mind-Affecting]
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Level: Brd 1, Sor/Wiz 1
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Components: V, S
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Casting Time: 1 standard action
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Range: Close (25 ft. + 5 ft./2 levels)
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Target: One humanoid creature
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Duration: 1 hour/level
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Saving Throw: Will negates
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Spell Resistance: Yes
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This charm makes a humanoid creature regard you as
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its trusted friend and ally (treat the target<65>s
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attitude as friendly). If the creature is currently
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being threatened or attacked by you or your allies,
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however, it receives a +5 bonus on its saving throw.
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The spell does not enable you to control the
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charmed person as if it were an automaton, but it
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perceives your words and actions in the most
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favorable way. You can try to give the subject
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orders, but you must win an opposed Charisma check
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to convince it to do anything it wouldn<64>t
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ordinarily do. (Retries are not allowed.) An
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affected creature never obeys suicidal or obviously
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harmful orders, but it might be convinced that
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something very dangerous is worth doing. Any act by
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you or your apparent allies that threatens the
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charmed person breaks the spell. You must speak the
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person<EFBFBD>s language to communicate your commands, or
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else be good at pantomiming.
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*/
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//:://////////////////////////////////////////////
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//:: Will save or the target is dominated for 1 round
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//:: per caster level.
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Jan 29, 2001
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//:://////////////////////////////////////////////
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//:: modified by mr_bumpkin Dec 4, 2003
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
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{
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if (!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_ENCHANTMENT);
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//Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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int CasterLvl = PRCGetCasterLevel(oCaster);
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int nPenetr = CasterLvl + SPGetPenetr();
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int nRacial = MyPRCGetRacialType(oTarget);
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nDuration = 2 + CasterLvl/3;
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nDuration = PRCGetScaledDuration(nDuration, oTarget);
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//Meta magic duration check
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if(nMetaMagic & METAMAGIC_EXTEND)
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nDuration *= 2;
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effect eVis = EffectVisualEffect(VFX_IMP_CHARM);
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effect eCharm = EffectCharmed();
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eCharm = PRCGetScaledEffect(eCharm, oTarget);
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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//Link the charm and duration visual effects
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effect eLink = EffectLinkEffects(eMind, eCharm);
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eLink = EffectLinkEffects(eLink, eDur);
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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//Fire spell cast at event to fire on the target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, SPELL_CHARM_PERSON_OR_ANIMAL, FALSE));
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//Make SR Check
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if (!PRCDoResistSpell(oCaster, oTarget, nPenetr))
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{
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//Make sure the racial type of the target is applicable
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if(PRCAmIAHumanoid(oTarget) ||
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nRacial == RACIAL_TYPE_ANIMAL)
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{
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//Make Will Save
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if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, PRCGetSaveDC(oTarget, oCaster), SAVING_THROW_TYPE_MIND_SPELLS))
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{
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//Apply impact effects and linked duration and charm effect
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration), TRUE, SPELL_CHARM_PERSON_OR_ANIMAL, CasterLvl);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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}
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}
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PRCSetSchool();
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}
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