Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
73 lines
2.7 KiB
Plaintext
73 lines
2.7 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Speak with Animals
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//:: Spell FileName PHS_S_SpeakAnima
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Divination
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Level: Brd 3, Drd 1, Rgr 1
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Components: V, S
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Casting Time: 1 standard action
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Range: Personal
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Target: You
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Duration: 1 min./level
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You can comprehend and communicate with animals. You are able to ask
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questions of and receive answers from animals, although the spell doesn’t
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make them any more friendly or cooperative than normal. Furthermore, wary
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and cunning animals are likely to be terse and evasive, while the more
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stupid ones make inane comments. If an animal is friendly toward you, it
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may do some favor or service for you.
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Note that not all animals, and maybe even none, may respond.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Note:
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- This is run via. actually having a conversation script in an animals
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slot. And then checking for this spell (in a seperate file, not crated
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yet) for this spell's effects. If they have them, they talk (as above
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states) but if not, it won't fire any other nodes (or will mearly go
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"Baaa" or something).
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The script must be incorporated into every node, incase the spell
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duration runs out while it is being talked too. If not, then expect them
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to only need one casting for a long duration conversation if the animal
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is intelligent, or even just stupid.
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Thusly, this just applies some visuals :-)
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!PHS_SpellHookCheck(PHS_SPELL_SPEAK_WITH_ANIMALS)) return;
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// Declare Major Variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nCasterLevel = PHS_GetCasterLevel();
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// 1 Min/level
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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// Delcare effects
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Remove previous castings
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_SPEAK_WITH_ANIMALS, oTarget);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_SPEAK_WITH_ANIMALS, FALSE);
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// Apply effects
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PHS_ApplyDurationAndVFX(oTarget, eVis, eCessate, fDuration);
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}
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