PRC8/nwn/nwnprc/trunk/newspellbook/inv_callofbeast.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
Updated AMS marker feats.  Removed arcane & divine marker feats.  Updated Dread Necromancer for epic progression. Updated weapon baseitem models.  Updated new weapons for crafting & npc equip.
 Updated prefix.  Updated release archive.
2024-02-11 14:01:05 -05:00

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//::///////////////////////////////////////////////
//:: Name Call of the Beast
//:: FileName inv_callofbeast.nss
//::///////////////////////////////////////////////
/*
Least Invocation
2nd Level Spell
You gain a rapport with the beasts of the world,
and can charm a single animal for 2 rounds plus one
round for every 3 levels.
*/
//::///////////////////////////////////////////////
#include "inv_inc_invfunc"
#include "inv_invokehook"
void main()
{
if(!PreInvocationCastCode()) return;
//Declare major variables
object oCaster = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int CasterLvl = GetInvokerLevel(oCaster, GetInvokingClass());
int nDuration = 2 + CasterLvl/3;
nDuration = PRCGetScaledDuration(nDuration, oTarget);
int nRacial = MyPRCGetRacialType(oTarget);
int nPenetr = CasterLvl + SPGetPenetr();
effect eVis = EffectVisualEffect(VFX_IMP_CHARM);
effect eCharm = PRCGetScaledEffect(EffectCharmed(), oTarget);
effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
//Link the charm and duration visual effects
effect eLink = EffectLinkEffects(eMind, eCharm);
eLink = EffectLinkEffects(eLink, eDur);
if(!GetIsReactionTypeFriendly(oTarget))
{
//Fire spell cast at event to fire on the target
SignalEvent(oTarget, EventSpellCastAt(oCaster, INVOKE_CALL_OF_THE_BEAST, FALSE));
//Make SR Check
if (!PRCDoResistSpell(oCaster, oTarget, nPenetr))
{
//Make sure the racial type of the target is applicable
if(nRacial == RACIAL_TYPE_ANIMAL)
{
//Make Will Save
if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, GetInvocationSaveDC(oTarget, oCaster), SAVING_THROW_TYPE_MIND_SPELLS))
{
//Apply impact effects and linked duration and charm effect
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration), TRUE, -1, CasterLvl);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}
}
}