PRC8/trunk/smp/phs_s_rage.nss

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/*:://////////////////////////////////////////////
//:: Spell Name Rage
//:: Spell FileName PHS_S_Rage
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (20M)
Targets: One ally/level within 10M (30-ft)
Duration: Concentration + 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Each affected creature gains a +2 morale bonus to Strength and Constitution,
a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is
otherwise identical with a barbarian<61>s rage (ie cannot be dispelled) except
that the subjects aren<65>t fatigued at the end of the rage.
The effects last on targets for as long as you concentrate, plus one
round/level.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
The rage is concentration based, and that is about all the special things
about it - it does just apply the bonuses as normal (undispellable).
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
#include "PHS_INC_CONCENTR"
void main()
{
// If we are concentrating, and cast at the same spot, we set the integer
// for the hypnotic pattern up by one.
object oCaster = OBJECT_SELF;
location lTarget = GetSpellTargetLocation();
// Check the function
if(PHS_ConcentatingContinueCheck(PHS_SPELL_RAGE, lTarget, PHS_AOE_TAG_PER_RAGE, 18.0, oCaster)) return;
// Else, new spell!
// Spell Hook Check.
if(!PHS_SpellHookCheck(PHS_SPELL_RAGE)) return;
// Declare major variables
object oTarget;
int nCasterLevel = PHS_GetCasterLevel();
int nSpellSaveDC = PHS_GetSpellSaveDC();
int nMetaMagic = PHS_GetMetaMagicFeat();
int nCnt;
float fDelay, fDistance;
// Extra Duration in rounds
float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
// We set the "Concentration" thing to 18 seconds
// This also returns the array we set people affected to, and does the new
// action.
string sArrayLocal = PHS_ConcentatingStart(PHS_SPELL_RAGE, 0, lTarget, PHS_AOE_PER_RAGE, fDuration);
int nArrayCount;
// Note on duration: We apply it permamently, however, it will definatly
// be removed by the AOE.
// Declare effects
effect eStr = EffectAbilityIncrease(ABILITY_STRENGTH, 2);
effect eCon = EffectAbilityIncrease(ABILITY_CONSTITUTION, 2);
effect eSave = EffectSavingThrowIncrease(SAVING_THROW_WILL, 1);
effect eAC = EffectACDecrease(2, AC_DODGE_BONUS);
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE);
// Link effects
effect eLink = EffectLinkEffects(eStr, eCon);
eLink = EffectLinkEffects(eLink, eSave);
eLink = EffectLinkEffects(eLink, eAC);
eLink = EffectLinkEffects(eLink, eCessate);
// Loop all allies in a 10M sphere, basically
oTarget = oCaster;
// 1 target/level, nearest to location within a huge radius
while(GetIsObjectValid(oTarget) && nArrayCount < nCasterLevel &&
GetDistanceBetweenLocations(lTarget, GetLocation(oTarget)) <= RADIUS_SIZE_FEET_30)
{
// Friendly check and that they do not have the effects of rage already
if((oTarget == OBJECT_SELF || GetIsFriend(oTarget) ||
GetFactionEqual(oTarget)) && !GetHasFeatEffect(FEAT_BARBARIAN_RAGE, oTarget))
{
// Get a random delay
fDelay = PHS_GetRandomDelay(0.1, 0.9);
// Add to the array
nArrayCount++;
SetLocalObject(oCaster, sArrayLocal + IntToString(nArrayCount), oTarget);
// Signal the spell cast at event
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_RAGE, FALSE);
// Remove this previous effects.
PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_RAGE, oTarget);
// Play voice chat
DelayCommand(fDelay, PlayVoiceChat(VOICE_CHAT_BATTLECRY1, oTarget));
// Apply effects and VFX to target
DelayCommand(fDelay, PHS_ApplyPermanentAndVFX(oTarget, eVis, eLink));
}
// Get next target
nCnt++;
oTarget = GetNearestObjectToLocation(OBJECT_TYPE_CREATURE, lTarget, nCnt);
}
}