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.
		
			
				
	
	
		
			104 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			104 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*:://////////////////////////////////////////////
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| //:: Spell Name Animal Trance
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| //:: Spell FileName PHS_S_AnimalTrnc
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| //:://////////////////////////////////////////////
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| //:: In Game Spell desctiption
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| //:://////////////////////////////////////////////
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|     Enchantment (Compulsion) [Mind-Affecting, Sonic], Close range, target is
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|     animals or beasts with intelligence 3 (1 or 2 in 3E)
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|     Duration: Concentration
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|     Saving Throw: Will negates; see text
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|     Spell Resistance: Yes
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| 
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|     Your swaying motions and music (or singing, or chanting) compel animals and
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|     magical beasts to do nothing but watch you. Only a creature with an
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|     Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to
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|     determine the total number of HD worth of creatures that you fascinate. The
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|     closest targets are selected first until no more targets within range can
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|     be affected.
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| 
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|     A magical beast, a dire animal, or an animal trained to attack or guard is
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|     allowed a saving throw; an animal not trained to attack or guard is not.
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| //:://////////////////////////////////////////////
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| //:: Spell Effects Applied / Notes
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| //:://////////////////////////////////////////////
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|     As spell. They always get the save unless they are actually set as a
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|     non-attack animal.
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| 
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|     Also, the concentration is taken as not doing another action and staying
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|     within the spell range of the creatures (else it is broken).
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| 
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|     The action check is done every 2 seconds.
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| //:://////////////////////////////////////////////
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| //:: Created By: Jasperre
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| //::////////////////////////////////////////////*/
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| 
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| #include "PHS_INC_SPELLS"
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| 
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| void main()
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| {
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|     // Spell hook check
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|     if(!PHS_SpellHookCheck(PHS_SPELL_ANIMAL_TRANCE)) return;
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| 
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|     // Declare major variables
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|     object oCaster = OBJECT_SELF;
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|     object oTarget;
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|     location lTarget = GetSpellTargetLocation();
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|     int nSpellSaveDC = PHS_GetSpellSaveDC();
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|     int nMetaMagic = PHS_GetMetaMagicFeat();
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|     int nHD, nCnt, nRace;
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|     float fDelay, fDistance;
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| 
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|     // Get max to mesmorise
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|     int nMesmoriseMax = PHS_MaximizeOrEmpower(6, 2, nMetaMagic);
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| 
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|     // Declare effect
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|     effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
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|     //effect eStun =
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| 
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|     // Up to 8M range, so all from the target location up to 8M from the caster.
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|     // They must be able to see the caster to be mesmorised.
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|     nCnt = 1;
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|     oTarget = GetNearestObjectToLocation(OBJECT_TYPE_CREATURE, lTarget, nCnt);
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|     while(GetIsObjectValid(oTarget))
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|     {
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|         // Must be within 8M, PvP check and can hear, and are not immune to magic
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|         fDistance = GetDistanceBetween(oCaster, oTarget);
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|         if(fDistance <= 8.0 && !GetIsReactionTypeFriendly(oTarget) &&
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|         // Make sure they are not immune to spells
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|           !PHS_TotalSpellImmunity(oTarget))
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|         {
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|             // Need to be an animal
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|             nRace = GetRacialType(oTarget);
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|             if((nRace == RACIAL_TYPE_ANIMAL ||
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|                 nRace == RACIAL_TYPE_MAGICAL_BEAST) &&
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|             // Needs to have 3 intelligence
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|                 GetAbilityScore(oTarget, ABILITY_INTELLIGENCE) <= 3)
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|             {
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|                 // Trance them
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|                 // Trance!
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| 
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|                 // Get delay
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|                 fDelay = fDistance/20;
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| 
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|                 // Spell resistance and immunity
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|                 if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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|                 {
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|                     // Immunity VS mind spells
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|                     if(!PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_MIND_SPELLS, fDelay))
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|                     {
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|                         // Will save VS mind spells.
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|                         if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_MIND_SPELLS, oCaster, fDelay))
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|                         {
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| 
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|                         }
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|                     }
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|                 }
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|             }
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|         }
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|         // Next one to the location
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|         nCnt++;
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|         oTarget = GetNearestObjectToLocation(OBJECT_TYPE_CREATURE, lTarget, nCnt);
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|     }
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| }
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