PRC8/nwn/nwnprc/trunk/smp/phs_s_summonmon1.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

109 lines
3.7 KiB
Plaintext

/*:://////////////////////////////////////////////
//:: Spell Name Summon Monster I
//:: Spell FileName PHS_S_SummonMon1
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Conjuration (Summoning) [see text]
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (8M)
Effect: One summoned creature
Duration: 1 + 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons an extraplanar creature (typically an outsider,
elemental, or magical beast native to another plane). It appears where you
designate and attacks your opponents to the best of its ability. You can
communicate with the creature, you can direct it not to attack, to attack
particular enemies, or to perform other actions.
The spell conjures one of the creatures from the 1st-level list on the
accompanying Summon Monster table. You choose which kind of creature to
summon, and you can change that choice each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor
can it use any teleportation or planar travel abilities.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire,
good, lawful, or water creature, it is a spell of that type.
Arcane Focus: A tiny bag and a small (not necessarily lit) candle.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Summons a monster from this list:
1st Level
1 Celestial dog - LG
2 Celestial owl - LG
3 Celestial giant fire beetle - NG
4 Celestial badger - CG
5 Celestial monkey - CG
6 Fiendish dire rat - LE
7 Fiendish raven - LE
8 Fiendish monstrous centipede, Medium - NE
9 Fiendish monstrous scorpion, Small - NE
10 Fiendish hawk - CE
11 Fiendish monstrous spider, Small - CE
12 Fiendish snake, Small viper - CE
Stored previously on the caster.
2 spells for each Summon Monster spell provides either a random summon
(with resulting alignment checks) or a pre-chosen one (one single level
1 summon, set in conversation. If not set, defaults to random).
Higher level spells which can summon lower level monsters get more sub-dials,
as they have more options (and thus need more variety in battle).
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell Hook Check
if(!PHS_SpellHookCheck()) return;
// Declare major variables
object oCaster = OBJECT_SELF;
location lTarget = GetSpellTargetLocation();
int nCasterLevel = PHS_GetCasterLevel();
int nMetaMagic = PHS_GetMetaMagicFeat();
int nSpellId = GetSpellId();
// Duration - 1 round, + 1 round/caster level
float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel + 1, nMetaMagic);
// Is it a chosen choice?
int nChoice;
string sResRef;
if(nSpellId == PHS_SPELL_SUMMON_MONSTER_I_CHOICE)
{
// Check if valid
nChoice = PHS_SummonMonsterGetChoice(1);
sResRef = PHS_SummonMonsterChoice(1, nChoice);
if(sResRef == "")
{
// Get a random one.
sResRef = PHS_SummonMonsterRandom_1(oCaster);
}
}
// Else, get a random one
else
{
sResRef = PHS_SummonMonsterRandom_1(oCaster);
}
// Declare effects
effect eSummon = EffectSummonCreature(sResRef, VFX_FNF_SUMMON_MONSTER_1, 0.5);
// Apply effects
PHS_ApplySummonMonster(DURATION_TYPE_TEMPORARY, eSummon, lTarget, fDuration);
}