Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name Hypnotism
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//:: Spell FileName PHS_S_Hypnotism
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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 1, Sor/Wiz 1
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Components: V, S
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Casting Time: 1 round
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Range: Close (8M)
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Area: Several living enemy creatures in a 5M-radius sphere
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Duration: 2d4 rounds (D)
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Saving Throw: Will negates
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Spell Resistance: Yes
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Your gestures and droning incantation fascinate nearby creatures, causing
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them to stop and stare blankly at you. In addition, you can use their rapt
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attention to make your suggestions and requests seem more plausible. Roll
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2d4 to see how many total Hit Dice of creatures you affect. Creatures with
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fewer HD are affected before creatures with more HD. Only creatures that can
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see or hear you are affected, but they do not need to understand you to be
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fascinated.
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If you use this spell in combat, each target gains a +2 bonus on its saving
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throw.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Uses confusion effect.
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This will, in the confusion heartbeat, make them face the effect creator :-)
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Similar to sleep otherwise, and the +2 saving throw is true if the caster
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is in combat.
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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_HYPNOTISM)) 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_HYPNOTISM" + ObjectToString(OBJECT_SELF);
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// 2d4 HD to affect with this spell
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int nHD = PHS_MaximizeOrEmpower(4, 2, nMetaMagic);
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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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int bSee, bHeard, bCanHear, bCanSee;
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// Alter nSpellSaveDC based on GetIsInCombat()
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if(GetIsInCombat(oCaster))
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{
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nSpellSaveDC -= 2;
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}
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// Duration in (2d4) rounds, per target
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float fDuration;// = PHS_GetRandomDuration(PHS_MINUTES, 4, 2, nMetaMagic);
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// Declare Effects
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effect eVis = EffectVisualEffect(VFX_IMP_CONFUSION_S);
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effect eConfuse = EffectConfused();
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eConfuse, 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, 5.0, 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, 5.0, lTarget, TRUE);
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while(GetIsObjectValid(oTarget))
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{
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bSee = GetObjectSeen(oCaster, oTarget);
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bHeard = GetObjectHeard(oCaster, oTarget);
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bCanHear = PHS_GetCanHear(oTarget);
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bCanSee = PHS_GetCanSee(oTarget);
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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 get enemies
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if(GetIsReactionTypeHostile(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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// Must be able to see or hear the target, and in general!
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((bCanHear && bHeard) || (bCanSee && bSee)) &&
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// Cannot have the spell effects already
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!GetHasSpellEffect(PHS_SPELL_HYPNOTISM, 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, 5.0, 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_HYPNOTISM);
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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_CONFUSED, 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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// Get random duration
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fDuration = PHS_GetRandomDuration(PHS_MINUTES, 4, 2, nMetaMagic);
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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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