/*::////////////////////////////////////////////// //:: Spell Name Hypnotic Pattern //:: Spell FileName PHS_S_HypnoticP //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Illusion (Pattern) [Mind-Affecting] Level: Brd 2, Sor/Wiz 2 Components: V (Brd only), S, M; see text Casting Time: 1 standard action Range: Medium (20M) Effect: Colorful lights in a 3.33-M.-radius spread Duration: Concentration + 2 rounds Saving Throw: Will negates Spell Resistance: Yes A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of Hit Dice of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors and are stunned. Sightless creatures are not affected. You need to concentrate while carrying out this spell, else it will only last 2 rounds. This will be done automatically, however, of course, any canclation of the concentration will mean the spells duration will end after 2 additional rounds. A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component, and so cannot be silenced. Material Component: A glowing stick of incense or a crystal rod filled with phosphorescent material. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// This is done as so: - Creates an AOE after applying the effects. The application is for ever, the AOE will remove the effects. - Uses EffectStun() (after facing), and check immunity to mind spells. - Will only affect those in the AOE. - Will call a new "hypnotic pattern" spell. If they have a local set to 7 seconds, and am targeting the same location, it will carry on with the AOE effects. AOE checks the integer which is needed on the caster, and that they are not dead or invalid. This now uses the same things as Calm Emotions will. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_CONCENTR" void main() { // If we are concentrating, and cast at the same spot, we set the integer // for the hypnotic pattern up by one. object oCaster = OBJECT_SELF; location lTarget = GetSpellTargetLocation(); // Check the function if(PHS_ConcentatingContinueCheck(PHS_SPELL_HYPNOTIC_PATTERN, lTarget, PHS_AOE_TAG_PER_HYPNOTIC_PATTERN, 18.0, oCaster)) return; // Else, new spell! // Spell Hook Check. if(!PHS_SpellHookCheck(PHS_SPELL_HYPNOTIC_PATTERN)) return; // Declare major variables object oTarget; int nCasterLevel = PHS_GetCasterLevel(); int nSpellSaveDC = PHS_GetSpellSaveDC(); int nMetaMagic = PHS_GetMetaMagicFeat(); float fDelay, fDistance; int bContinueLoop, nCurrentHD, nLow; object oLowest; string sSpellLocal = "PHS_SPELL_HYPN_PATT" + ObjectToString(OBJECT_SELF); // We set the "Concentration" thing to 18 seconds // This also returns the array we set people affected to, and does the new // action. string sArrayLocal = PHS_ConcentatingStart(PHS_SPELL_HYPNOTIC_PATTERN, nCasterLevel, lTarget, PHS_AOE_PER_HYPNOTIC_PATTERN, 18.0, oCaster); int nArrayCount; // Limit caster bonus to +10 int nBonus = PHS_LimitInteger(nCasterLevel, 10); // 2d4 + Caster level of HD creatures affected int nHD = PHS_MaximizeOrEmpower(4, 2, nMetaMagic, nBonus); // Note on duration: We apply it permamently, however, it will definatly // be removed by the AOE. // Declare Effects effect eVis = EffectVisualEffect(VFX_IMP_STUN); effect eStun = EffectStunned(); effect eStunDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); // Link effects effect eLink = EffectLinkEffects(eStun, eStunDur); eLink = EffectLinkEffects(eLink, eCessate); // Get the first target in the spell area oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 3.33, lTarget, TRUE); // If no valid targets exists ignore the loop if(GetIsObjectValid(oTarget)) { bContinueLoop = TRUE; } // The above checks to see if there is at least one valid target. while((nHD > 0) && (bContinueLoop)) { nLow = 99; bContinueLoop = FALSE; //Get the first creature in the spell area oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 3.33, lTarget, TRUE); while(GetIsObjectValid(oTarget)) { // Already affected check if(!GetLocalInt(oTarget, sSpellLocal)) { // Make faction check to ignore allies if(!GetIsReactionTypeFriendly(oTarget) && // Make sure they are not immune to spells !PHS_TotalSpellImmunity(oTarget) && // Must be able to see PHS_GetCanSee(oTarget)) { //Get the current HD of the target creature nCurrentHD = GetHitDice(oTarget); // Check to see if the HD are lower than the current Lowest HD stored and that the // HD of the monster are lower than the number of HD left to use up. if(nCurrentHD <= nHD && ((nCurrentHD < nLow) || (nCurrentHD <= nLow && GetDistanceBetweenLocations(lTarget, GetLocation(oTarget)) <= fDistance))) { nLow = nCurrentHD; fDistance = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget)); oLowest = oTarget; bContinueLoop = TRUE; } } else { // Immune to it in some way, ignore on next pass SetLocalInt(oTarget, sSpellLocal, TRUE); DelayCommand(0.1, DeleteLocalInt(oTarget, sSpellLocal)); } } //Get the next target in the shape oTarget = GetNextObjectInShape(SHAPE_SPHERE, 3.33, lTarget, TRUE); } // Check to see if oLowest returned a valid object if(GetIsObjectValid(oLowest)) { // Fire cast spell at event for the specified target PHS_SignalSpellCastAt(oLowest, PHS_SPELL_HYPNOTIC_PATTERN); // Set a local int to make sure the creature is not used twice in the // pass. Destroy that variable in 0.1 seconds to remove it from // the creature SetLocalInt(oLowest, sSpellLocal, TRUE); DelayCommand(0.1, DeleteLocalInt(oLowest, sSpellLocal)); // Delay based on range fDelay = fDistance/20; // Make SR check if(!PHS_SpellResistanceCheck(oCaster, oLowest, fDelay) && !PHS_ImmunityCheck(oLowest, IMMUNITY_TYPE_STUN, fDelay) && !PHS_ImmunityCheck(oLowest, IMMUNITY_TYPE_MIND_SPELLS, fDelay)) { // Will saving throw if(!PHS_SavingThrow(SAVING_THROW_WILL, oLowest, nSpellSaveDC, SAVING_THROW_TYPE_MIND_SPELLS, oCaster, fDelay)) { // Add to the array nArrayCount++; SetLocalObject(oCaster, sArrayLocal + IntToString(nArrayCount), oLowest); // Apply effects PHS_ApplyPermanentAndVFX(oLowest, eVis, eLink); } } } // Remove the HD of the creature from the total nHD = nHD - GetHitDice(oLowest); oLowest = OBJECT_INVALID; } // Set the max people in the array SetLocalInt(oCaster, sArrayLocal, nArrayCount); }