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- #include "NW_I0_SPELLS"
- void main()
- {
- //Declare major variables
- object oPC = GetItemActivator();
- object oTarget = GetItemActivatedTarget();
- effect eVis = EffectVisualEffect(VFX_IMP_DOMINATE_S);
- effect eBolt = EffectCutsceneDominated();
- eBolt = GetScaledEffect(eBolt, oTarget);
- effect eVis2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DOMINATED);
- eBolt = GetScaledEffect(eBolt, oTarget);
- effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
- effect eLink = EffectLinkEffects(eBolt, eDur);
- eLink = EffectLinkEffects(eLink, eVis2);
- //Fire cast spell at event for the specified target
- SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_DOMINATE));
- //Make a saving throw check
- if (!TouchAttackRanged(oTarget))
- {
- //Apply the VFX impact and effects
- ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget);
- ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
- }
- }
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