forked from Jaysyn/PRC8
Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
162 lines
6.6 KiB
Plaintext
162 lines
6.6 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Charm Monster, Mass
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//:: Spell FileName PHS_S_CharmMonMs
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Enchantment (Charm) [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: Close (8M)
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Targets: One or more hostile enemy creatures within a 5M-radius sphere
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Duration: One day/level
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Saving Throw: Will negates
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Spell Resistance: Yes
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This spell functions like charm monster, except that mass charm monster
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affects a number of creatures whose combined HD do not exceed twice your
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level, or at least one creature regardless of HD. Creatures with the lowest
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HD are targeted first.
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The charming makes each creature effected regard you as its trusted friend
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and ally. If the any target is currently being threatened or attacked by you
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or your allies, however, it receives a +5 bonus on its saving throw.
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Any act by you or your apparent allies that threatens the charmed creature
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breaks the spell. You cannot control a charmed creature directly, but it may
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help in battle and not attack you.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Charms using Biowares EffectCharmed(), which, as tests show, just increases
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personal reputation.
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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()) 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 nSpellSaveDC = PHS_GetSpellSaveDC();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nCasterLevel = PHS_GetCasterLevel();
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string sSpellLocal = "PHS_SPELL_CHARM_MASS" + ObjectToString(OBJECT_SELF);
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// x2 Caster level to affect with this spell, minimum one creature
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int nHD = nCasterLevel * 2;
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float fDistance, fDelay;
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int bContinueLoop, bOneCreatureDone, nCurrentHD, nLow;
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object oLowest;
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// Duration is 1 day/level. (24 hours/level)
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float fDuration = PHS_GetDuration(PHS_HOURS, nCasterLevel * 24, nMetaMagic);
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// Declare Effects
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effect eVis = EffectVisualEffect(VFX_IMP_CHARM);
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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effect eCharm = EffectCharmed();
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eMind, eCharm);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Apply AOE location explosion
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_NORMAL_30);
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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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// Already affected check
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if(!GetLocalInt(oTarget, sSpellLocal))
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{
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// Make faction check to ignore allies
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if(!GetIsReactionTypeFriendly(oTarget) &&
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// Make sure they are not immune to spells
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!PHS_TotalSpellImmunity(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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// * Special for mass charm - at least 1 target targeted.
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if((nCurrentHD <= nHD || bOneCreatureDone == FALSE) && ((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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// We've done at least one creature now
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bOneCreatureDone = TRUE;
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// Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oLowest, PHS_SPELL_CHARM_MONSTER_MASS, FALSE);
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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_CHARM, 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 - (5 * GetIsInCombat(oLowest)), SAVING_THROW_TYPE_MIND_SPELLS, oCaster, fDelay))
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{
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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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