/*::////////////////////////////////////////////// //:: Spell Name Hold Person, Mass //:: Spell FileName PHS_S_HoldPerMas //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Enchantment (Compulsion) [Mind-Affecting] Level: Sor/Wiz 7 Components: V, S, F/DF Casting Time: 1 standard action Range: Medium (20M) Targets: Humanoid enemies in a 5M sphere Duration: 1 round/level (D); see text Saving Throw: Will negates; see text Spell Resistance: Yes The enemy subjects becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) Arcane Focus: A small, straight piece of iron. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// As Hold Person, but an AOE which only affects enemies. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { // Spell Hook Check. if(!PHS_SpellHookCheck(PHS_SPELL_HOLD_PERSON_MASS)) return; //Declare major variables object oCaster = OBJECT_SELF; object oTarget; location lTarget = GetSpellTargetLocation(); int nCasterLevel = PHS_GetCasterLevel(); int nSpellSaveDC = PHS_GetSpellSaveDC(); int nMetaMagic = PHS_GetMetaMagicFeat(); // Duration in rounds. float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic); // Declare Effects effect eParalyze = EffectParalyze(); effect eDur1 = EffectVisualEffect(VFX_DUR_PARALYZED); effect eDur2 = EffectVisualEffect(VFX_DUR_PARALYZE_HOLD); effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); // Link effects effect eLink = EffectLinkEffects(eParalyze, eDur1); eLink = EffectLinkEffects(eLink, eDur2); eLink = EffectLinkEffects(eLink, eCessate); // Get Fist Target, 5M sphere oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 5.0, lTarget, TRUE, OBJECT_TYPE_CREATURE); while(GetIsObjectValid(oTarget)) { // Must check reaction type for PvP, and must be an enemy if(GetIsReactionTypeHostile(oTarget) && // Make sure they are not immune to spells !PHS_TotalSpellImmunity(oTarget)) { // Must be a humaoid and living if(PHS_GetIsHumanoid(oTarget) && PHS_GetIsAliveCreature(oTarget)) { // Fire spell cast at event PHS_SignalSpellCastAt(oTarget, PHS_SPELL_HOLD_PERSON_MASS, TRUE); // Check spell resistance and immunities. if(!PHS_SpellResistanceCheck(oCaster, oTarget) && !PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_MIND_SPELLS) && !PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_PARALYSIS)) { // Make Will Save to negate effect. Mind spell too. if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_MIND_SPELLS)) { // Apply VFX Impact and daze effect PHS_ApplyDuration(oTarget, eLink, fDuration); // Delay a round-will-save to remove PHS_HoldWillSaveStart(oTarget, oCaster, PHS_SPELL_HOLD_PERSON_MASS, nSpellSaveDC); } } } } // Get Next Target oTarget = GetNextObjectInShape(SHAPE_SPHERE, 5.0, lTarget, TRUE, OBJECT_TYPE_CREATURE); } }