//:://///////////////////////////////////////////// //:: Spelldancer Confuse //::////////////////////////////////////////////// /* Creatures become confused */ #include "prc_inc_spells" #include "prc_add_spell_dc" void main() { if(!X2PreSpellCastCode()) return; //Declare major variables effect eImpact = EffectVisualEffect(VFX_FNF_LOS_NORMAL_20); effect eSleep = PRCEffectConfused(); effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); int nDC = 10 + GetLevelByClass(CLASS_TYPE_SPELLDANCER, OBJECT_SELF) + GetAbilityModifier(ABILITY_CHARISMA, OBJECT_SELF); location lTarget = PRCGetSpellTargetLocation(); effect eLink = EffectLinkEffects(eSleep, eMind); eLink = EffectLinkEffects(eLink, eDur); int CasterLvl = PRCGetCasterLevel(OBJECT_SELF); int nDuration = GetLevelByClass(CLASS_TYPE_SPELLDANCER, OBJECT_SELF); int nPenetr = CasterLvl + SPGetPenetr(); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, lTarget); object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lTarget, TRUE, OBJECT_TYPE_CREATURE); //Cycle through the targets within the spell shape until an invalid object is captured. while (GetIsObjectValid(oTarget)) { if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF)) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_CONFUSION)); //Get the distance between the explosion and the target to calculate delay float fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20; if (!PRCDoResistSpell(OBJECT_SELF, oTarget, CasterLvl, fDelay)) { //Make Will Save to negate effect if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS)) { SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, nDuration*6.0, TRUE, PRCGetSpellId(), CasterLvl, OBJECT_SELF); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); } } } //Select the next target within the spell shape. oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lTarget, TRUE, OBJECT_TYPE_CREATURE); } }