Initial upload.
Adding base PRC 4.19a files to repository.
This commit is contained in:
199
trunk/smp/phs_s_hypnoticp.nss
Normal file
199
trunk/smp/phs_s_hypnoticp.nss
Normal file
@@ -0,0 +1,199 @@
|
||||
/*:://////////////////////////////////////////////
|
||||
//:: Spell Name Hypnotic Pattern
|
||||
//:: Spell FileName PHS_S_HypnoticP
|
||||
//:://////////////////////////////////////////////
|
||||
//:: In Game Spell desctiption
|
||||
//:://////////////////////////////////////////////
|
||||
Illusion (Pattern) [Mind-Affecting]
|
||||
Level: Brd 2, Sor/Wiz 2
|
||||
Components: V (Brd only), S, M; see text
|
||||
Casting Time: 1 standard action
|
||||
Range: Medium (20M)
|
||||
Effect: Colorful lights in a 3.33-M.-radius spread
|
||||
Duration: Concentration + 2 rounds
|
||||
Saving Throw: Will negates
|
||||
Spell Resistance: Yes
|
||||
|
||||
A twisting pattern of subtle, shifting colors weaves through the air,
|
||||
fascinating creatures within it. Roll 2d4 and add your caster level (maximum
|
||||
10) to determine the total number of Hit Dice of creatures affected.
|
||||
Creatures with the fewest HD are affected first; and, among creatures with
|
||||
equal HD, those who are closest to the spell<6C>s point of origin are affected
|
||||
first. Hit Dice that are not sufficient to affect a creature are wasted.
|
||||
Affected creatures become fascinated by the pattern of colors and are
|
||||
stunned. Sightless creatures are not affected.
|
||||
|
||||
You need to concentrate while carrying out this spell, else it will only last
|
||||
2 rounds. This will be done automatically, however, of course, any canclation
|
||||
of the concentration will mean the spells duration will end after 2 additional
|
||||
rounds.
|
||||
|
||||
A wizard or sorcerer need not utter a sound to cast this spell, but a bard
|
||||
must sing, play music, or recite a rhyme as a verbal component, and so cannot
|
||||
be silenced.
|
||||
|
||||
Material Component: A glowing stick of incense or a crystal rod filled with
|
||||
phosphorescent material.
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Spell Effects Applied / Notes
|
||||
//:://////////////////////////////////////////////
|
||||
This is done as so:
|
||||
|
||||
- Creates an AOE after applying the effects. The application is for
|
||||
ever, the AOE will remove the effects.
|
||||
- Uses EffectStun() (after facing), and check immunity to mind spells.
|
||||
- Will only affect those in the AOE.
|
||||
- Will call a new "hypnotic pattern" spell. If they have a local set to 7
|
||||
seconds, and am targeting the same location, it will carry on with the
|
||||
AOE effects.
|
||||
|
||||
AOE checks the integer which is needed on the caster, and that they are not
|
||||
dead or invalid.
|
||||
|
||||
This now uses the same things as Calm Emotions will.
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Jasperre
|
||||
//::////////////////////////////////////////////*/
|
||||
|
||||
#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_HYPNOTIC_PATTERN, lTarget, PHS_AOE_TAG_PER_HYPNOTIC_PATTERN, 18.0, oCaster)) return;
|
||||
|
||||
// Else, new spell!
|
||||
|
||||
// Spell Hook Check.
|
||||
if(!PHS_SpellHookCheck(PHS_SPELL_HYPNOTIC_PATTERN)) return;
|
||||
|
||||
// Declare major variables
|
||||
object oTarget;
|
||||
int nCasterLevel = PHS_GetCasterLevel();
|
||||
int nSpellSaveDC = PHS_GetSpellSaveDC();
|
||||
int nMetaMagic = PHS_GetMetaMagicFeat();
|
||||
float fDelay, fDistance;
|
||||
int bContinueLoop, nCurrentHD, nLow;
|
||||
object oLowest;
|
||||
string sSpellLocal = "PHS_SPELL_HYPN_PATT" + ObjectToString(OBJECT_SELF);
|
||||
|
||||
// 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_HYPNOTIC_PATTERN, nCasterLevel, lTarget, PHS_AOE_PER_HYPNOTIC_PATTERN, 18.0, oCaster);
|
||||
int nArrayCount;
|
||||
|
||||
// Limit caster bonus to +10
|
||||
int nBonus = PHS_LimitInteger(nCasterLevel, 10);
|
||||
|
||||
// 2d4 + Caster level of HD creatures affected
|
||||
int nHD = PHS_MaximizeOrEmpower(4, 2, nMetaMagic, nBonus);
|
||||
|
||||
// Note on duration: We apply it permamently, however, it will definatly
|
||||
// be removed by the AOE.
|
||||
|
||||
// Declare Effects
|
||||
effect eVis = EffectVisualEffect(VFX_IMP_STUN);
|
||||
effect eStun = EffectStunned();
|
||||
effect eStunDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
|
||||
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
|
||||
|
||||
// Link effects
|
||||
effect eLink = EffectLinkEffects(eStun, eStunDur);
|
||||
eLink = EffectLinkEffects(eLink, eCessate);
|
||||
|
||||
// Get the first target in the spell area
|
||||
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 3.33, 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, 3.33, lTarget, TRUE);
|
||||
while(GetIsObjectValid(oTarget))
|
||||
{
|
||||
// Already affected check
|
||||
if(!GetLocalInt(oTarget, sSpellLocal))
|
||||
{
|
||||
// Make faction check to ignore allies
|
||||
if(!GetIsReactionTypeFriendly(oTarget) &&
|
||||
// Make sure they are not immune to spells
|
||||
!PHS_TotalSpellImmunity(oTarget) &&
|
||||
// Must be able to see
|
||||
PHS_GetCanSee(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, 3.33, 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_HYPNOTIC_PATTERN);
|
||||
|
||||
// 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_STUN, 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))
|
||||
{
|
||||
// Add to the array
|
||||
nArrayCount++;
|
||||
SetLocalObject(oCaster, sArrayLocal + IntToString(nArrayCount), oLowest);
|
||||
|
||||
// Apply effects
|
||||
PHS_ApplyPermanentAndVFX(oLowest, eVis, eLink);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Remove the HD of the creature from the total
|
||||
nHD = nHD - GetHitDice(oLowest);
|
||||
oLowest = OBJECT_INVALID;
|
||||
}
|
||||
// Set the max people in the array
|
||||
SetLocalInt(oCaster, sArrayLocal, nArrayCount);
|
||||
}
|
Reference in New Issue
Block a user