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 Hypnotism
//:: Spell FileName PHS_S_Hypnotism
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 round
Range: Close (8M)
Area: Several living enemy creatures in a 5M-radius sphere
Duration: 2d4 rounds (D)
Saving Throw: Will negates
Spell Resistance: Yes
Your gestures and droning incantation fascinate nearby creatures, causing
them to stop and stare blankly at you. In addition, you can use their rapt
attention to make your suggestions and requests seem more plausible. Roll
2d4 to see how many total Hit Dice of creatures you affect. Creatures with
fewer HD are affected before creatures with more HD. Only creatures that can
see or hear you are affected, but they do not need to understand you to be
fascinated.
If you use this spell in combat, each target gains a +2 bonus on its saving
throw.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Uses confusion effect.
This will, in the confusion heartbeat, make them face the effect creator :-)
Similar to sleep otherwise, and the +2 saving throw is true if the caster
is in combat.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell Hook Check.
if(!PHS_SpellHookCheck(PHS_SPELL_HYPNOTISM)) 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();
string sSpellLocal = "PHS_SPELL_HYPNOTISM" + ObjectToString(OBJECT_SELF);
// 2d4 HD to affect with this spell
int nHD = PHS_MaximizeOrEmpower(4, 2, nMetaMagic);
float fDistance, fDelay;
int bContinueLoop, nCurrentHD, nLow;
object oLowest;
int bSee, bHeard, bCanHear, bCanSee;
// Alter nSpellSaveDC based on GetIsInCombat()
if(GetIsInCombat(oCaster))
{
nSpellSaveDC -= 2;
}
// Duration in (2d4) rounds, per target
float fDuration;// = PHS_GetRandomDuration(PHS_MINUTES, 4, 2, nMetaMagic);
// Declare Effects
effect eVis = EffectVisualEffect(VFX_IMP_CONFUSION_S);
effect eConfuse = EffectConfused();
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
effect eLink = EffectLinkEffects(eConfuse, eCessate);
// Apply AOE visual
effect eImpact = EffectVisualEffect(VFX_FNF_LOS_NORMAL_10);
PHS_ApplyLocationVFX(lTarget, eImpact);
// Get the first target in the spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 5.0, 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, 5.0, lTarget, TRUE);
while(GetIsObjectValid(oTarget))
{
bSee = GetObjectSeen(oCaster, oTarget);
bHeard = GetObjectHeard(oCaster, oTarget);
bCanHear = PHS_GetCanHear(oTarget);
bCanSee = PHS_GetCanSee(oTarget);
// Already affected check
if(!GetLocalInt(oTarget, sSpellLocal))
{
// Make faction check to get enemies
if(GetIsReactionTypeHostile(oTarget) &&
// Make sure they are not immune to spells
!PHS_TotalSpellImmunity(oTarget) &&
// Must be alive
PHS_GetIsAliveCreature(oTarget) &&
// Must be able to see or hear the target, and in general!
((bCanHear && bHeard) || (bCanSee && bSee)) &&
// Cannot have the spell effects already
!GetHasSpellEffect(PHS_SPELL_HYPNOTISM, 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, 5.0, 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_HYPNOTISM);
// 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_CONFUSED, 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))
{
// Get random duration
fDuration = PHS_GetRandomDuration(PHS_MINUTES, 4, 2, nMetaMagic);
// Apply effects
PHS_ApplyDurationAndVFX(oLowest, eVis, eLink, fDuration);
}
}
}
// Remove the HD of the creature from the total
nHD = nHD - GetHitDice(oLowest);
oLowest = OBJECT_INVALID;
}
}