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.
117 lines
4.5 KiB
Plaintext
117 lines
4.5 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Hideous Laughter
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//:: Spell FileName PHS_S_HidLaughtr
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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 2
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Components: V, S, M
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Casting Time: 1 standard action
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Range: Close (8M)
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Target: One creature; see text
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Duration: 1 round/level
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Saving Throw: Will negates
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Spell Resistance: Yes
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This spell afflicts the subject with uncontrollable laughter. It collapses
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into gales of manic laughter, falling prone. The subject can take no actions
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while laughing, but is not considered helpless. After the spell ends, it can
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act normally.
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A creature with an Intelligence score of 3 or lower is not affected. A
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creature whose race is different from the caster’s receives a +4 bonus on
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its saving throw, because humor doesn’t “translate” well.
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Material Component: Tiny tarts that are thrown at the target and a feather
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that is waved in the air.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Easy peasy.
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It does it similar to Bioware's, and plays an animation.
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It also has a random-timed lauging thing, like a Melfs recalled function.
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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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// Must still have the spells effect, and nSpellTimesCastOn integer must match, it
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// will PlayVoiceChat(VOICE_CHAT_LAUGH, oTarget).
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void Laugh(object oTarget, int nSpellTimesCastOn);
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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_HIDEOUS_LAUGHTER)) 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 nSpellSaveDC = PHS_GetSpellSaveDC();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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// Duration is 1 round/level.
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float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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// Declare Effects
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effect eVis = EffectVisualEffect(PHS_VFX_IMP_HIDEOUS_LAUGHTER);
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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effect eKnockdown = EffectKnockdown();
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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, eKnockdown);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Must check reaction type for PvP
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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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// Always fire spell cast at event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_HIDEOUS_LAUGHTER, TRUE);
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// Check spell resistance and immunities.
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if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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{
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//Make Will Save to negate effect
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if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_MIND_SPELLS))
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{
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// Make them laugh
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AssignCommand(oTarget, ClearAllActions());
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AssignCommand(oTarget, PlayVoiceChat(VOICE_CHAT_LAUGH));
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AssignCommand(oTarget, PlayAnimation(ANIMATION_LOOPING_TALK_LAUGHING));
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// Apply VFX Impact and knockdown effect
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DelayCommand(3.0, PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration - 3.0));
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// Delay a laugh. Note: We also will set increment a spell cast
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// on integer on the target
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int nSpellTimesCastOn = PHS_IncreaseStoredInteger(oTarget, "PHS_SPELL_HEDIOUS_LAUGHTER_TIMES_CAST");
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// 6 second delay.
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DelayCommand(6.0, Laugh(oTarget, nSpellTimesCastOn));
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}
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}
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}
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}
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// Must still have the spells effect, and nSpellTimesCastOn integer must match, it
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// will PlayVoiceChat(VOICE_CHAT_LAUGH, oTarget).
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void Laugh(object oTarget, int nSpellTimesCastOn)
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{
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if(GetHasSpellEffect(PHS_SPELL_HIDEOUS_LAUGHTER, oTarget) &&
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GetLocalInt(oTarget, "PHS_SPELL_HEDIOUS_LAUGHTER_TIMES_CAST") == nSpellTimesCastOn)
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{
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// Laugh
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PlayVoiceChat(VOICE_CHAT_LAUGH, oTarget);
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// Get a random delay
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float fDelay = IntToFloat(Random(50) + 1)/10 + 3.0;
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DelayCommand(fDelay, Laugh(oTarget, nSpellTimesCastOn));
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return;
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}
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}
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