//:://///////////////////////////////////////////// //:: Summons a Wolf or Dire Wolf //:: prc_wwempwolf //:: Copyright (c) 2004 Shepherd Soft //::////////////////////////////////////////////// /* */ //::////////////////////////////////////////////// //:: Created By: Russell S. Ahlstrom //:: Created On: May 11, 2004 //::////////////////////////////////////////////// #include "prc_class_const" #include "prc_feat_const" #include "prc_alterations" void main() { object oPC = OBJECT_SELF; string sWolf = "prc_s_wolf"; //Can only turn into a werewolf if level 2 in werewolf class if (!GetHasFeat(FEAT_PRESTIGE_WEREWOLFCLASS_2)) { FloatingTextStringOnCreature("You can only use your wolf empathy skills if you are at least level 2 in the werewolf class", oPC, FALSE); IncrementRemainingFeatUses(oPC, FEAT_PRESTIGE_WOLF_EMPATHY); return; } int nLevel = GetLevelByClass(CLASS_TYPE_WEREWOLF); string sLevel; sLevel = "00" + IntToString(nLevel); sWolf += sLevel; //Apply the VFX impact and summon effect //MultisummonPreSummon(OBJECT_SELF); //ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectSummonCreature(sWolf, VFX_FNF_NATURES_BALANCE, 0.0, 1), oPC); int iHench = GetMaxHenchmen(); SetMaxHenchmen(iHench + 1); object oWolf; effect eVis = EffectVisualEffect(VFX_FNF_NATURES_BALANCE); oWolf = CreateObject(OBJECT_TYPE_CREATURE, sWolf, GetSpellTargetLocation()); AddHenchman(OBJECT_SELF, oWolf); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetSpellTargetLocation()); SetMaxHenchmen(iHench); }