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Jul 20th, 2017
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  1.  
  2. #include "NW_I0_SPELLS"
  3. void main()
  4. {
  5. //Declare major variables
  6. object oPC = GetItemActivator();
  7. object oTarget = GetItemActivatedTarget();
  8. effect eVis = EffectVisualEffect(VFX_IMP_DOMINATE_S);
  9. effect eBolt = EffectCutsceneDominated();
  10. eBolt = GetScaledEffect(eBolt, oTarget);
  11. effect eVis2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DOMINATED);
  12. eBolt = GetScaledEffect(eBolt, oTarget);
  13. effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
  14. effect eLink = EffectLinkEffects(eBolt, eDur);
  15. eLink = EffectLinkEffects(eLink, eVis2);
  16.  
  17.  
  18. //Fire cast spell at event for the specified target
  19. SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_DOMINATE));
  20. //Make a saving throw check
  21. if (!TouchAttackRanged(oTarget))
  22. {
  23. //Apply the VFX impact and effects
  24. ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget);
  25. ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
  26. }
  27. }
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