/*::////////////////////////////////////////////// //:: Spell Name Hypnotism //:: Spell FileName PHS_S_Hypnotism //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Enchantment (Compulsion) [Mind-Affecting] Level: Brd 1, Sor/Wiz 1 Components: V, S Casting Time: 1 round Range: Close (8M) Area: Several living enemy creatures in a 5M-radius sphere Duration: 2d4 rounds (D) Saving Throw: Will negates Spell Resistance: Yes Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated. If you use this spell in combat, each target gains a +2 bonus on its saving throw. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// Uses confusion effect. This will, in the confusion heartbeat, make them face the effect creator :-) Similar to sleep otherwise, and the +2 saving throw is true if the caster is in combat. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { // Spell Hook Check. if(!PHS_SpellHookCheck(PHS_SPELL_HYPNOTISM)) return; // Declare major variables object oCaster = OBJECT_SELF; object oTarget; location lTarget = GetSpellTargetLocation(); int nCasterLevel = PHS_GetCasterLevel(); int nSpellSaveDC = PHS_GetSpellSaveDC(); int nMetaMagic = PHS_GetMetaMagicFeat(); string sSpellLocal = "PHS_SPELL_HYPNOTISM" + ObjectToString(OBJECT_SELF); // 2d4 HD to affect with this spell int nHD = PHS_MaximizeOrEmpower(4, 2, nMetaMagic); float fDistance, fDelay; int bContinueLoop, nCurrentHD, nLow; object oLowest; int bSee, bHeard, bCanHear, bCanSee; // Alter nSpellSaveDC based on GetIsInCombat() if(GetIsInCombat(oCaster)) { nSpellSaveDC -= 2; } // Duration in (2d4) rounds, per target float fDuration;// = PHS_GetRandomDuration(PHS_MINUTES, 4, 2, nMetaMagic); // Declare Effects effect eVis = EffectVisualEffect(VFX_IMP_CONFUSION_S); effect eConfuse = EffectConfused(); effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); effect eLink = EffectLinkEffects(eConfuse, eCessate); // Apply AOE visual effect eImpact = EffectVisualEffect(VFX_FNF_LOS_NORMAL_10); PHS_ApplyLocationVFX(lTarget, eImpact); // Get the first target in the spell area oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 5.0, lTarget, TRUE); // If no valid targets exists ignore the loop if(GetIsObjectValid(oTarget)) { bContinueLoop = TRUE; } // The above checks to see if there is at least one valid target. while((nHD > 0) && (bContinueLoop)) { nLow = 99; bContinueLoop = FALSE; // Get the first creature in the spell area oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 5.0, lTarget, TRUE); while(GetIsObjectValid(oTarget)) { bSee = GetObjectSeen(oCaster, oTarget); bHeard = GetObjectHeard(oCaster, oTarget); bCanHear = PHS_GetCanHear(oTarget); bCanSee = PHS_GetCanSee(oTarget); // Already affected check if(!GetLocalInt(oTarget, sSpellLocal)) { // Make faction check to get enemies if(GetIsReactionTypeHostile(oTarget) && // Make sure they are not immune to spells !PHS_TotalSpellImmunity(oTarget) && // Must be alive PHS_GetIsAliveCreature(oTarget) && // Must be able to see or hear the target, and in general! ((bCanHear && bHeard) || (bCanSee && bSee)) && // Cannot have the spell effects already !GetHasSpellEffect(PHS_SPELL_HYPNOTISM, oTarget)) { //Get the current HD of the target creature nCurrentHD = GetHitDice(oTarget); // Check to see if the HD are lower than the current Lowest HD stored and that the // HD of the monster are lower than the number of HD left to use up. if(nCurrentHD <= nHD && ((nCurrentHD < nLow) || (nCurrentHD <= nLow && GetDistanceBetweenLocations(lTarget, GetLocation(oTarget)) <= fDistance))) { nLow = nCurrentHD; fDistance = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget)); oLowest = oTarget; bContinueLoop = TRUE; } } else { // Immune to it in some way, ignore on next pass SetLocalInt(oTarget, sSpellLocal, TRUE); DelayCommand(0.1, DeleteLocalInt(oTarget, sSpellLocal)); } } //Get the next target in the shape oTarget = GetNextObjectInShape(SHAPE_SPHERE, 5.0, lTarget, TRUE); } // Check to see if oLowest returned a valid object if(GetIsObjectValid(oLowest)) { // Fire cast spell at event for the specified target PHS_SignalSpellCastAt(oLowest, PHS_SPELL_HYPNOTISM); // Set a local int to make sure the creature is not used twice in the // pass. Destroy that variable in 0.1 seconds to remove it from // the creature SetLocalInt(oLowest, sSpellLocal, TRUE); DelayCommand(0.1, DeleteLocalInt(oLowest, sSpellLocal)); // Delay based on range fDelay = fDistance/20; // Make SR check if(!PHS_SpellResistanceCheck(oCaster, oLowest, fDelay) && !PHS_ImmunityCheck(oLowest, IMMUNITY_TYPE_CONFUSED, fDelay) && !PHS_ImmunityCheck(oLowest, IMMUNITY_TYPE_MIND_SPELLS, fDelay)) { // Will saving throw if(!PHS_SavingThrow(SAVING_THROW_WILL, oLowest, nSpellSaveDC, SAVING_THROW_TYPE_MIND_SPELLS, oCaster, fDelay)) { // Get random duration fDuration = PHS_GetRandomDuration(PHS_MINUTES, 4, 2, nMetaMagic); // Apply effects PHS_ApplyDurationAndVFX(oLowest, eVis, eLink, fDuration); } } } // Remove the HD of the creature from the total nHD = nHD - GetHitDice(oLowest); oLowest = OBJECT_INVALID; } }