Initial upload.
Adding base PRC 4.19a files to repository.
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trunk/smp/phs_s_irresdance.nss
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83
trunk/smp/phs_s_irresdance.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Irresistible Dance
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//:: Spell FileName PHS_S_IrresDance
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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 6, Sor/Wiz 8
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Components: V
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Casting Time: 1 standard action
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Range: Touch
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Target: Living creature touched
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Duration: 1d4+1 rounds
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Saving Throw: None
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Spell Resistance: Yes
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The subject feels an undeniable urge to dance and begins doing so, complete
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with foot shuffling and tapping. The spell effect makes it impossible for the
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subject to do anything other than caper and prance in place. The effect
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imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves. The
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target also unequips anything it is holding to dance. The dancing subject
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may even provoke attacks of opportunity each round if it starts to do dives
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or ballet
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Applies a confusion effect, really...
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It links the penalties in.
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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_IRRESISTIBLE_DANCE)) return;
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//Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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// Duration in rounds, 1d4 + 1.
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float fDuration = PHS_GetRandomDuration(PHS_ROUNDS, 4, 1, nMetaMagic, 1);
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// Make sure they are not immune to spells
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if(PHS_TotalSpellImmunity(oTarget)) return;
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//Declare effects
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effect eAC = EffectACDecrease(4, AC_DODGE_BONUS, AC_VS_DAMAGE_TYPE_ALL);
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effect eReflex = EffectSavingThrowDecrease(SAVING_THROW_REFLEX, 10, SAVING_THROW_TYPE_ALL);
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effect eDance = EffectConfused();
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eVis = EffectVisualEffect(PHS_VFX_IMP_IRRESISTIBLE_DANCE);
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// Link effects
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effect eLink = EffectLinkEffects(eAC, eReflex);
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eLink = EffectLinkEffects(eLink, eDance);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Signal Spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_IRRESISTIBLE_DANCE);
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// Melee Touch attack
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if(PHS_SpellTouchAttack(PHS_TOUCH_MELEE, oTarget, TRUE))
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{
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// Only living creatures, and PvP check.
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if(!GetIsReactionTypeFriendly(oTarget) &&
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PHS_GetIsAliveCreature(oTarget, "You must target a living creature to dance"))
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{
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// Spell resistance check
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if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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{
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// Do dancing, baby, yeah!
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PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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}
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}
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}
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