forked from Jaysyn/PRC8
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.
93 lines
3.7 KiB
Plaintext
93 lines
3.7 KiB
Plaintext
/*:://////////////////////////////////////////////
|
|
//:: Spell Name Maze
|
|
//:: Spell FileName PHS_S_Maze
|
|
//:://////////////////////////////////////////////
|
|
//:: In Game Spell desctiption
|
|
//:://////////////////////////////////////////////
|
|
8M range, SR yes. Forces them into a maze - DC 20 intelligence check to get
|
|
out each round, or a 10 minute duration.
|
|
Minotaurs are not affected by this spell.
|
|
//:://////////////////////////////////////////////
|
|
//:: Spell Effects Applied / Notes
|
|
//:://////////////////////////////////////////////
|
|
Easy peasy! It will teleport the creature (by JumpToObject) to the maze
|
|
area, and it then autoamtically does the 6 second checks, not full
|
|
round actions. Running around finds the way out as fast as anything.
|
|
|
|
Cannot use teleport or anything in the maze area.
|
|
|
|
Plotted as well, stops hostile creatures attacking each other (Creatures
|
|
are also uncommandable, so they don't move and AI scripts cannot run).
|
|
//:://////////////////////////////////////////////
|
|
//:: Created By: Jasperre
|
|
//::////////////////////////////////////////////*/
|
|
|
|
#include "PHS_INC_SPELLS"
|
|
|
|
void main()
|
|
{
|
|
// Spell Hook Check
|
|
if(!PHS_SpellHookCheck(PHS_SPELL_MAZE)) return;
|
|
|
|
// Declare Major Variables
|
|
object oCaster = OBJECT_SELF;
|
|
object oTarget = GetSpellTargetObject();
|
|
// - Use oTarget location in case GetSpellTargetLocatoin() isn't equal to it.
|
|
location lTarget = GetLocation(oTarget);
|
|
object oNewMazeObject;
|
|
object oMazePoint = GetWaypointByTag(PHS_S_MAZE_TARGET);
|
|
object oTargetArea = GetArea(oTarget);
|
|
|
|
// Maximum duration is 10 Minutes (turns)
|
|
float fDuration = PHS_GetDuration(PHS_MINUTES, 10, GetMetaMagicFeat());
|
|
|
|
// Delcare impact effect
|
|
effect eImpact1 = EffectVisualEffect(VFX_FNF_SCREEN_SHAKE);
|
|
effect eImpact2 = EffectVisualEffect(PHS_VFX_FNF_MAZE);
|
|
// A duration effect, just so it is something to check.
|
|
effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
|
|
|
|
// Always fire spell cast at event
|
|
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_MAZE, TRUE);
|
|
|
|
// - It is a minotaur?
|
|
// - Can it be destroyed?
|
|
if(!PHS_GetIsMinotaur(oTarget) &&
|
|
PHS_CanCreatureBeDestroyed(oTarget) &&
|
|
GetIsObjectValid(oMazePoint) &&
|
|
!PHS_IsInMazeArea(oTarget) &&
|
|
!PHS_IsInMazeArea(oCaster))
|
|
{
|
|
// Spell Resistance Check
|
|
if(!PHS_SpellResistanceCheck(oCaster, oTarget))
|
|
{
|
|
// Apply AOE visuals to the location
|
|
PHS_ApplyLocationVFX(lTarget, eImpact1);
|
|
PHS_ApplyLocationVFX(lTarget, eImpact2);
|
|
|
|
// Apply a duration effect, just so it is something to check.
|
|
PHS_ApplyDuration(oTarget, eDur, fDuration);
|
|
|
|
// Set variables to jump back to.
|
|
SetLocalLocation(oTarget, PHS_S_MAZEPRISON_LOCATION, lTarget);
|
|
SetLocalObject(oTarget, PHS_S_MAZEPRISON_OLD_AREA, oTargetArea); // A check for LOCATION is valid.
|
|
// Set amount of rounds left we can DC check for.
|
|
SetLocalInt(oTarget, PHS_S_MAZE_ROUND_COUNTER, 600);
|
|
|
|
// Create Maze object, and set local object to the target
|
|
oNewMazeObject = CreateObject(OBJECT_TYPE_PLACEABLE, PHS_MAZE_OBJECT, lTarget);
|
|
// Set local object so freedom works.
|
|
SetLocalObject(oNewMazeObject, PHS_MAZEPRISON_OBJECT, oTarget);
|
|
// Set local object on the PC so they know which is thiers
|
|
// - Same variable name.
|
|
SetLocalObject(oTarget, PHS_MAZEPRISON_OBJECT, oNewMazeObject);
|
|
|
|
// Move there and commandable.
|
|
AssignCommand(oTarget, ClearAllActions());
|
|
AssignCommand(oTarget, JumpToObject(oMazePoint));
|
|
|
|
// Set plot flag on enter, and NPCs are set to uncommandable.
|
|
}
|
|
}
|
|
}
|