Further file organization
Further file organization
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72
nwn/nwnprc/trunk/smp/phs_s_speakanima.nss
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72
nwn/nwnprc/trunk/smp/phs_s_speakanima.nss
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/*:://////////////////////////////////////////////
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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<73>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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