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.
		
			
				
	
	
		
			155 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			155 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
 | 
						||
//:: Spell Name Deep Slumber
 | 
						||
//:: Spell FileName PHS_S_DeepSlumbr
 | 
						||
//:://////////////////////////////////////////////
 | 
						||
//:: In Game Spell desctiption
 | 
						||
//:://////////////////////////////////////////////
 | 
						||
    Enchantment (Compulsion) [Mind-Affecting]
 | 
						||
    Level: Brd 3, Sor/Wiz 3
 | 
						||
    Components: V, S, M
 | 
						||
    Casting Time: 1 round
 | 
						||
    Range: Close (8M)
 | 
						||
    Area: One or more living creatures within a 3.33-M.-radius burst
 | 
						||
    Duration: 1 min./level
 | 
						||
    Saving Throw: Will negates
 | 
						||
    Spell Resistance: Yes
 | 
						||
 | 
						||
    A sleep spell causes a magical slumber to come upon 10 Hit Dice of creatures.
 | 
						||
    Creatures with the fewest HD are affected first. 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.
 | 
						||
 | 
						||
    Sleeping creatures are helpless. Awakening a creature is a standard action,
 | 
						||
    using your special character item to wake them.
 | 
						||
 | 
						||
    Sleep does not target unconscious creatures, constructs, or undead creatures.
 | 
						||
 | 
						||
    Material Component: A pinch of fine sand, rose petals, or a live cricket.
 | 
						||
//:://////////////////////////////////////////////
 | 
						||
//:: Spell Effects Applied / Notes
 | 
						||
//:://////////////////////////////////////////////
 | 
						||
    Uses an altered Bioware version to get the lowest HD. It also takes into
 | 
						||
    account range.
 | 
						||
//:://////////////////////////////////////////////
 | 
						||
//:: Created By: Jasperre
 | 
						||
//::////////////////////////////////////////////*/
 | 
						||
 | 
						||
#include "PHS_INC_SPELLS"
 | 
						||
 | 
						||
void main()
 | 
						||
{
 | 
						||
    // Spell Hook Check.
 | 
						||
    if(!PHS_SpellHookCheck(PHS_SPELL_DEEP_SLUMBER)) 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_DEEP_SLUMBER" + ObjectToString(OBJECT_SELF);
 | 
						||
    // 10 HD to affect with this spell
 | 
						||
    int nHD = 10;
 | 
						||
    float fDistance, fDelay;
 | 
						||
    int bContinueLoop, nCurrentHD, nLow;
 | 
						||
    object oLowest;
 | 
						||
 | 
						||
    // Duration in minutes
 | 
						||
    float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
 | 
						||
 | 
						||
    // Declare Effects
 | 
						||
    effect eVis = EffectVisualEffect(VFX_IMP_SLEEP);
 | 
						||
    effect eSleep = EffectSleep();
 | 
						||
    effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
 | 
						||
    effect eLink = EffectLinkEffects(eSleep, 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, 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 alive
 | 
						||
                    PHS_GetIsAliveCreature(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_DEEP_SLUMBER);
 | 
						||
 | 
						||
            // 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_SLEEP, 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))
 | 
						||
                {
 | 
						||
                    // Apply effects
 | 
						||
                    PHS_ApplyDurationAndVFX(oLowest, eVis, eLink, fDuration);
 | 
						||
                }
 | 
						||
            }
 | 
						||
        }
 | 
						||
        // Remove the HD of the creature from the total
 | 
						||
        nHD = nHD - GetHitDice(oLowest);
 | 
						||
        oLowest = OBJECT_INVALID;
 | 
						||
    }
 | 
						||
}
 |