Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
98 lines
3.8 KiB
Plaintext
98 lines
3.8 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Hold Monster, Mass
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//:: Spell FileName PHS_S_HoldMonMas
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Hold Monster, Mass
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Enchantment (Compulsion) [Mind-Affecting]
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Level: Sor/Wiz 9
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Components: V, S, M/DF
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Casting Time: 1 standard action
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Range: Medium (20M)
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Targets: One or more enemies in a 5M sphere
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Duration: 1 round/level (D); see text
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Saving Throw: Will negates; see text
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Spell Resistance: Yes
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The subjects becomes paralyzed and freezes in place. It is aware and
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breathes normally but cannot take any actions, even speech. Each round on
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its turn, the subject may attempt a new saving throw to end the effect.
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(This is a full-round action that does not provoke attacks of opportunity.)
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Arcane Material Component: One hard metal bar or rod, which can be as small
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as a three-penny nail.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As Hold Monster, but an AOE which only affects enemies.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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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_HOLD_MONSTER_MASS)) return;
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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 nCasterLevel = PHS_GetCasterLevel();
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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// Duration in rounds.
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float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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// Declare Effects
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effect eParalyze = EffectParalyze();
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effect eDur1 = EffectVisualEffect(VFX_DUR_PARALYZED);
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effect eDur2 = EffectVisualEffect(VFX_DUR_PARALYZE_HOLD);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eParalyze, eDur1);
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eLink = EffectLinkEffects(eLink, eDur2);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Get Fist Target, 5M sphere
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 5.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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// Must check reaction type for PvP, and must be an enemy
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if(GetIsReactionTypeHostile(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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// Must be living
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if(PHS_GetIsAliveCreature(oTarget))
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{
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// Fire spell cast at event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_HOLD_MONSTER_MASS, TRUE);
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// Check spell resistance and immunities.
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if(!PHS_SpellResistanceCheck(oCaster, oTarget) &&
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!PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_MIND_SPELLS) &&
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!PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_PARALYSIS))
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{
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// Make Will Save to negate effect. Mind spell too.
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if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_MIND_SPELLS))
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{
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// Apply VFX Impact and daze effect
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PHS_ApplyDuration(oTarget, eLink, fDuration);
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// Delay a round-will-save to remove
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PHS_HoldWillSaveStart(oTarget, oCaster, PHS_SPELL_HOLD_MONSTER_MASS, nSpellSaveDC);
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}
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}
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}
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}
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// Get Next Target
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, 5.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}
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}
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