PRC8_fork/nwn/nwnprc/trunk/smp/phs_s_glitterdst.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 Glitterdust
//:: Spell FileName PHS_S_Glitterdst
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
20M range, 3.3M radius, blindness (will negates) removes invisiblity from
enemies, and -40 on hide checks.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
-40 to hide checks, for those inside the AOE when it hits.
Use a specific AOE visual, which lasts for 6.0 seconds.
Needs a single-target duration visual really, too.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Check item useage.
if(!PHS_SpellHookCheck(PHS_SPELL_GLITTERDUST)) return;
// Declare major variables
object oCaster = OBJECT_SELF;
object oTarget;
location lTarget = GetSpellTargetLocation();
int nCasterLevel = PHS_GetCasterLevel();
int nMetaMagic = PHS_GetMetaMagicFeat();
int nSpellSaveDC = PHS_GetSpellSaveDC();
float fDelay;
// Get duration in rounds.
float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
// Declare Effects
//effect eVis = EffectVisualEffect(VFX_IMP_BREACH); // Glisteny!
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
// Penalty of -40 hide whatever
effect ePenalty = EffectSkillDecrease(SKILL_HIDE, 40);
effect ePenaltyLink = EffectLinkEffects(eCessate, ePenalty);
// Save VS blindness
effect eBlindDur = EffectVisualEffect(VFX_DUR_BLIND);
effect eBlind = EffectBlindness();
effect eBlindLink = EffectLinkEffects(eBlindDur, eBlind);
eBlindLink = EffectLinkEffects(eCessate, eBlindLink);
// Apply AOE location explosion
effect eAOE = EffectVisualEffect(PHS_VFX_FNF_GLITTERDUST);
PHS_ApplyLocationDuration(lTarget, eAOE, 6.0);
// Get all targets in a sphere, medium (3.3) radius, objects
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lTarget, TRUE);
// Loop targets
while(GetIsObjectValid(oTarget))
{
// PvP Check
if(!GetIsReactionTypeFriendly(oTarget, oCaster))
{
// Fire cast spell at event for the specified target
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_GLITTERDUST);
// Get the distance between the explosion and the target to calculate delay
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
// No current needed impact effect.
// Remove invisibility effects
PHS_RemoveSpecificEffect(EFFECT_TYPE_IMPROVEDINVISIBILITY, oTarget);
PHS_RemoveSpecificEffect(EFFECT_TYPE_INVISIBILITY, oTarget);
// Apply penalty to saves
DelayCommand(fDelay, PHS_ApplyDuration(oTarget, ePenaltyLink, fDuration));
// Apply blindness on a failed will save
if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NONE, OBJECT_SELF, fDelay))
{
// Apply penalty to saves
DelayCommand(fDelay, PHS_ApplyDuration(oTarget, eBlindLink, fDuration));
}
}
// Get Next Target
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lTarget, TRUE);
}
}