PRC8/nwn/nwnprc/trunk/smp/phs_s_hypnoticp.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
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.
2024-02-11 14:01:05 -05:00

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/*:://////////////////////////////////////////////
//:: 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 spells 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);
}