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.
92 lines
3.3 KiB
Plaintext
92 lines
3.3 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Charm Monster
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//:: Spell FileName SMP_S_CharmMon
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Enchantment (Charm) [Mind-Affecting]
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Level: Brd 3, Sor/Wiz 4
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Components: V, S
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Casting Time: 1 standard action
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Range: Close (8M)
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Target: One living creature
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Duration: One day/level
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Saving Throw: Will negates
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Spell Resistance: Yes
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This spell functions like charm person, except that the effect is not
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restricted by creature type or size. The charming makes a creature regard
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you as its trusted friend and ally. If the creature is currently being
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threatened or attacked by you or your allies, however, it receives a +5
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bonus on its saving throw.
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Any act by you or your apparent allies that threatens the charmed creature
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breaks the spell. You cannot control a charmed creature directly, but it may
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help in battle and not attack you.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Charms using Biowares EffectCharmed(), which, as tests show, just increases
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personal reputation.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "SMP_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!SMP_SpellHookCheck()) return;
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//Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nSpellSaveDC = SMP_GetSpellSaveDC();
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int nMetaMagic = SMP_GetMetaMagicFeat();
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int nCasterLevel = SMP_GetCasterLevel();
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// Duration is 1 day/level. (24 hours/level)
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float fDuration = SMP_GetDuration(SMP_HOURS, nCasterLevel * 24, nMetaMagic);
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// Lower save DC by 5 if they are in combat
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if(GetIsInCombat(oTarget))
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{
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nSpellSaveDC -= 5;
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}
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// Declare Effects
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effect eVis = EffectVisualEffect(VFX_IMP_CHARM);
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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effect eCharm = EffectCharmed();
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eMind, eCharm);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Always fire spell cast at event
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_CHARM_MONSTER, FALSE);
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// Make sure they are not immune to spells
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if(!SMP_TotalSpellImmunity(oTarget))
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{
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// Must check reaction type for PvP
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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// Check spell resistance and immunities, and immunity to charm
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if(!SMP_SpellResistanceCheck(oCaster, oTarget) &&
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!SMP_ImmunityCheck(oTarget, IMMUNITY_TYPE_CHARM) &&
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!SMP_ImmunityCheck(oTarget, IMMUNITY_TYPE_MIND_SPELLS))
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{
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//Make Will Save to negate effect
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if(!SMP_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_MIND_SPELLS))
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{
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// Apply VFX Impact and daze effect
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SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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}
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}
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}
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}
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