forked from Jaysyn/PRC8
155 lines
6.1 KiB
Plaintext
155 lines
6.1 KiB
Plaintext
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/*:://////////////////////////////////////////////
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//:: Spell Name Deep Slumber
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//:: Spell FileName PHS_S_DeepSlumbr
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Enchantment (Compulsion) [Mind-Affecting]
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Level: Brd 3, Sor/Wiz 3
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Components: V, S, M
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Casting Time: 1 round
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Range: Close (8M)
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Area: One or more living creatures within a 3.33-M.-radius burst
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Duration: 1 min./level
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Saving Throw: Will negates
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Spell Resistance: Yes
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A sleep spell causes a magical slumber to come upon 10 Hit Dice of creatures.
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Creatures with the fewest HD are affected first. Among creatures with equal
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HD, those who are closest to the spell<6C>s point of origin are affected first.
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Hit Dice that are not sufficient to affect a creature are wasted.
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Sleeping creatures are helpless. Awakening a creature is a standard action,
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using your special character item to wake them.
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Sleep does not target unconscious creatures, constructs, or undead creatures.
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Material Component: A pinch of fine sand, rose petals, or a live cricket.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Uses an altered Bioware version to get the lowest HD. It also takes into
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account range.
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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_DEEP_SLUMBER)) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget;
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location lTarget = GetSpellTargetLocation();
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int nCasterLevel = PHS_GetCasterLevel();
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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string sSpellLocal = "PHS_SPELL_DEEP_SLUMBER" + ObjectToString(OBJECT_SELF);
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// 10 HD to affect with this spell
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int nHD = 10;
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float fDistance, fDelay;
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int bContinueLoop, nCurrentHD, nLow;
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object oLowest;
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// Duration in minutes
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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// Declare Effects
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effect eVis = EffectVisualEffect(VFX_IMP_SLEEP);
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effect eSleep = EffectSleep();
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eSleep, eCessate);
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// Apply AOE visual
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_NORMAL_10);
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PHS_ApplyLocationVFX(lTarget, eImpact);
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// Get the first target in the spell area
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 3.33, lTarget, TRUE);
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// If no valid targets exists ignore the loop
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if(GetIsObjectValid(oTarget))
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{
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bContinueLoop = TRUE;
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}
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// The above checks to see if there is at least one valid target.
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while((nHD > 0) && (bContinueLoop))
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{
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nLow = 99;
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bContinueLoop = FALSE;
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//Get the first creature in the spell area
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 3.33, lTarget, TRUE);
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while(GetIsObjectValid(oTarget))
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{
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// Already affected check
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if(!GetLocalInt(oTarget, sSpellLocal))
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{
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// Make faction check to ignore allies
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if(!GetIsReactionTypeFriendly(oTarget) &&
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// Make sure they are not immune to spells
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!PHS_TotalSpellImmunity(oTarget) &&
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// Must be alive
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PHS_GetIsAliveCreature(oTarget))
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{
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//Get the current HD of the target creature
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nCurrentHD = GetHitDice(oTarget);
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// Check to see if the HD are lower than the current Lowest HD stored and that the
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// HD of the monster are lower than the number of HD left to use up.
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if(nCurrentHD <= nHD && ((nCurrentHD < nLow) ||
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(nCurrentHD <= nLow &&
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GetDistanceBetweenLocations(lTarget, GetLocation(oTarget)) <= fDistance)))
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{
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nLow = nCurrentHD;
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fDistance = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget));
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oLowest = oTarget;
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bContinueLoop = TRUE;
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}
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}
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else
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{
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// Immune to it in some way, ignore on next pass
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SetLocalInt(oTarget, sSpellLocal, TRUE);
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DelayCommand(0.1, DeleteLocalInt(oTarget, sSpellLocal));
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}
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}
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//Get the next target in the shape
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, 3.33, lTarget, TRUE);
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}
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// Check to see if oLowest returned a valid object
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if(GetIsObjectValid(oLowest))
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{
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// Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oLowest, PHS_SPELL_DEEP_SLUMBER);
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// Set a local int to make sure the creature is not used twice in the
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// pass. Destroy that variable in 0.1 seconds to remove it from
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// the creature
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SetLocalInt(oLowest, sSpellLocal, TRUE);
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DelayCommand(0.1, DeleteLocalInt(oLowest, sSpellLocal));
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// Delay based on range
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fDelay = fDistance/20;
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// Make SR check
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if(!PHS_SpellResistanceCheck(oCaster, oLowest, fDelay) &&
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!PHS_ImmunityCheck(oLowest, IMMUNITY_TYPE_SLEEP, fDelay) &&
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!PHS_ImmunityCheck(oLowest, IMMUNITY_TYPE_MIND_SPELLS, fDelay))
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{
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// Will saving throw
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if(!PHS_SavingThrow(SAVING_THROW_WILL, oLowest, nSpellSaveDC, SAVING_THROW_TYPE_MIND_SPELLS, oCaster, fDelay))
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{
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// Apply effects
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PHS_ApplyDurationAndVFX(oLowest, eVis, eLink, fDuration);
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}
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}
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}
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// Remove the HD of the creature from the total
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nHD = nHD - GetHitDice(oLowest);
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oLowest = OBJECT_INVALID;
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}
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}
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