2025/10/30 Update

Improved Trip / Disarm should be Champion of Corellon bonus feats.
Crinti Shadow Marauders don't get weapon proficiencies.
Epic Dragon Shaman is 21st level.
JPM was missing epic arcane bonus feats.
Karsites & Silverbrows can enter Crinti Shadow Maarauder.
Drunken Rage can allow entry into Frostrager.
Knight of the Sacred Seal was missing FEATOR prereq for Weapon Focus: Shortsword.
Two-Weapon Defense is a general feat.
Tweaked Echoblade enchantment cost.
Added base class equpiment packages more inline with PnP & the actual package descriptions (@Cypher).
Added a modified packages.2da to support the above.
Updated Dynamic Conversation tokens as to greatly lessen the chance of conflicting with module dialogues.
Added weapon proficiencies to FeatToIprop().
Added pnp essentia scaling support for meldshaper levels over 40.
Added GetProficiencyFeatOfWeaponType().
Added GetHasSwashbucklerWeapon().
Added GetHasCorellonWeapon().
Fixed spelling for IP_CONST_FEAT_WEAPON_PROFICIENCY_NUNCHAKU.
Fixed PsyRogue's Enhanced Sneak Attack scaling.
Eldrtich Doom shouldn't target non-hostiles.
Fixed Hellfire Warlock fire resistance to work with other sources of fire resistance.
Fixed text feedback for Island in Time.
Added some DEBUG for Shadow Blade.
prc_2da_cache creature should no longer be accidently targetable, causing faction issues.
Added a PnP cat creature, for the hell of it.  Tibitz is Dragon Magizine, unfortunately.
Updated text tokens for Astral Construct convos.
Updated text tokens for soulknife's mindblade convos.
If you save vs certain fear effects, they fail to work on you for 24 hours, from that source.  (Form of Doom, Dragon Fear)
Fixed Prismatic Sphere VFX bug (@Syrophir)
Fixed Banishment bug on all Prismatic spells.
Bralani Eldarin were missing Low-Light Vision.
Fixed Lips of Rapture bug.
Prelimiary work to making Favoured Soul's Deity's Weapon closer to PnP.
Fixed Firey Burst bug.  I think.

Updated notes.
Updated PRC8 Manual.
This commit is contained in:
Jaysyn904
2025-10-30 19:04:58 -04:00
parent 8e2cfc9779
commit 5e9986829f
304 changed files with 2586 additions and 13859 deletions

View File

@@ -98,4 +98,4 @@ void main()
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eSummon, lTarget, fDuration);
PRCSetSchool();
}
}

View File

@@ -43,7 +43,7 @@ Updated by AshLancer 1/22/2020 to be PnP accurate
int ApplyPrismaticEffect(int nEffect, object oTarget,int nDC,int CasterLvl);
//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
#include "prc_inc_spells"
#include "prc_inc_spells"
#include "prc_add_spell_dc"
//:: left its elemental damage alone, since it's already determined randomly.
@@ -75,7 +75,7 @@ SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION);
object oTarget;
int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
int nMetaMagic = PRCGetMetaMagicFeat();
int nRandom;
@@ -84,7 +84,7 @@ SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION);
effect eVisual;
int bTwoEffects;
int nPenetr = CasterLvl + SPGetPenetr();
//Set the delay to apply to effects based on the distance to the target
float fDelay = 0.5 + GetDistanceBetween(OBJECT_SELF, oTarget)/20;
//Get first target in the spell area
@@ -226,55 +226,74 @@ int ApplyPrismaticEffect(int nEffect, object oTarget,int nDC,int CasterLvl)
{
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectCutsceneGhost(), oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget);
// makes the target invisible
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget, 6.0);
// allows pathfinding through the target
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneGhost(), oTarget, 6.0);
// paralyzes the target, ignores immunity
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneParalyze(), oTarget, 6.0);
// save the target location for later visual effect
location lLoc = GetLocation(oTarget);
int nMessageRoll = d6(1);
int nTalk;
switch(nMessageRoll)
// separate player targets from NPCs
if(GetIsPC(oTarget))
{
case 1:
{
nTalk = 1729332;
break;
}
int nMessageRoll = d6(1);
int nTalk;
case 2:
switch(nMessageRoll)
{
nTalk = 1729333;
break;
}
case 1:
{
nTalk = 1729332;
break;
}
case 3:
{
nTalk = 1729334;
break;
}
case 2:
{
nTalk = 1729333;
break;
}
case 4:
{
nTalk = 1729335;
break;
}
case 3:
{
nTalk = 1729334;
break;
}
case 5:
{
nTalk = 1729336;
break;
}
case 4:
{
nTalk = 1729335;
break;
}
case 6:
{
nTalk = 1729337;
break;
case 5:
{
nTalk = 1729336;
break;
}
case 6:
{
nTalk = 1729337;
break;
}
}
//Death Popup
// allow respawn, but not wait for help since sent away
// also if not letting respawn and cannot reload, the player cannot continue via GUI
DelayCommand(2.75, PopUpDeathGUIPanel(oTarget, TRUE , FALSE, nTalk));
DelayCommand(2.75, ExecuteScript("prc_ondeath", oTarget));
}
//Death Popup
DelayCommand(2.75, PopUpDeathGUIPanel(oTarget, FALSE , TRUE, nTalk));
DelayCommand(2.75, ExecuteScript("prc_ondeath", oTarget));
else
{
// Target is not a player
// To simplify against NPCs and also reward xp, applies same death as Green color
DeathlessFrenzyCheck(oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
}
// a visual effect for banishment
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), lLoc);
}
}
break;

View File

@@ -35,8 +35,24 @@ Created: 6/13/06
//:://////////////////////////////////////////////
#include "prc_inc_spells"
void main()
{
object oTarget = GetEnteringObject();
// Ignore DMs if not possessing a creature
if (GetIsDM(oTarget) && !GetIsDMPossessed(oTarget))
return;
if (!PRCGetHasEffect(EFFECT_TYPE_DARKNESS, oTarget))
{
if (GetAlignmentGoodEvil(oTarget) == ALIGNMENT_EVIL)
{
SPApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectBlindness(), oTarget);
}
}
}
/* void main()
{
object oTarget = GetEnteringObject();
@@ -47,6 +63,6 @@ void main()
SPApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectBlindness(), oTarget);
}
}
}
} */

View File

@@ -63,6 +63,127 @@ void main()
PRCSignalSpellEvent(oTarget, TRUE, SPELL_CHANNELED_PYROBURST, oPC);
//Check Spell Resistance
if(!PRCDoResistSpell(oPC, oTarget, nCasterLvl + SPGetPenetr()))
{
int nVFX; // visual effect variable
//swift
if(nSpell == SPELL_CHANNELED_PYROBURST_1)
{
if(!TakeSwiftAction(oPC))
{
return;
}
nDam = d4(PRCMin((nCasterLvl/2), 10));
nVFX = VFX_IMP_FLAME_S; // single-target fire burst
if(nMetaMagic & METAMAGIC_MAXIMIZE)
{
nDam = 4 * (PRCMin((nCasterLvl/2), 10));
}
}
//standard
else if(nSpell == SPELL_CHANNELED_PYROBURST_2)
{
nDam = d6(PRCMin(10, nCasterLvl));
fRadius = 3.048f;
nVFX = VFX_IMP_DIVINE_STRIKE_FIRE; // medium fire explosion
if(nMetaMagic & METAMAGIC_MAXIMIZE)
{
nDam = 6 * (PRCMin(10, nCasterLvl));
}
}
//full round
else if(nSpell == SPELL_CHANNELED_PYROBURST_3)
{
nDam = d8(PRCMin(10, nCasterLvl));
fRadius = 4.57f;
nVFX = VFX_FNF_FIREBALL; // large fiery burst
if(nMetaMagic & METAMAGIC_MAXIMIZE)
{
nDam = 8 * (PRCMin(10, nCasterLvl));
}
}
//two rounds
else if(nSpell == SPELL_CHANNELED_PYROBURST_4)
{
nDam = d10(PRCMin(10, nCasterLvl));
fRadius = 6.10f;
nVFX = VFX_FNF_FIRESTORM; // reuse large explosion, fits scale
if(nMetaMagic & METAMAGIC_MAXIMIZE)
{
nDam = 10 * (PRCMin(10, nCasterLvl));
}
}
else
{
PRCSetSchool();
return;
}
//Metamagic Empower
if(nMetaMagic & METAMAGIC_EMPOWER)
{
nDam += (nDam/2);
}
nDam += SpellDamagePerDice(oPC, PRCMin(10, nCasterLvl));
if(PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_FIRE))
{
nDam = nDam/2;
}
effect eDam = PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_FIRE);
// apply visuals and damage
if(fRadius == 0.0f)
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(nVFX), oTarget);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
}
else
{
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(nVFX), lLoc);
oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lLoc, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
while(GetIsObjectValid(oTarget))
{
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRadius, lLoc, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
}
}
PRCSetSchool();
}
/* void main()
{
if(!X2PreSpellCastCode()) return;
PRCSetSchool(SPELL_SCHOOL_EVOCATION);
object oPC = OBJECT_SELF;
int nSpell = PRCGetSpellId();
int nCasterLvl = PRCGetCasterLevel(oPC);
object oTarget = PRCGetSpellTargetObject();
location lLoc = PRCGetSpellTargetLocation();
int nDC = PRCGetSaveDC(oTarget, oPC);
int nDam;
int nMetaMagic = PRCGetMetaMagicFeat();
float fRadius = 0.0f;
PRCSignalSpellEvent(oTarget, TRUE, SPELL_CHANNELED_PYROBURST, oPC);
//Check Spell Resistance
if(!PRCDoResistSpell(oPC, oTarget, nCasterLvl + SPGetPenetr()))
{
@@ -158,6 +279,6 @@ void main()
PRCSetSchool();
}
*/

View File

@@ -150,7 +150,7 @@ void main()
SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectHeal(GetMaxHitPoints(oChoice) + 10, oChoice), oChoice);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_RAISE_DEAD), GetLocation(oChoice));
ExecuteScript("prc_pw_ressurection", oChoice);
ExecuteScript("prc_pw_res", oChoice);
if (GetPRCSwitch(PRC_PW_DEATH_TRACKING) && GetIsPC(oChoice))
SetPersistantLocalInt(oChoice, "persist_dead", FALSE);
AssignCommand(oChoice, ActionJumpToObject(oPC));

View File

@@ -3,14 +3,14 @@ int StartingConditional()
object oPC = GetPCSpeaker();
// Get the target's name and set it as the approrpriate custom item.
SetCustomToken(101, GetName(GetLocalObject(oPC, "SP_CREATETATOO_TARGET")));
SetCustomToken(161838401, GetName(GetLocalObject(oPC, "SP_CREATETATOO_TARGET")));
// Get the caster level and calculate SR from that and set it as the
// appropriate conversation custom item.
int nCasterLevel = GetLocalInt(oPC, "SP_CREATETATOO_LEVEL");
int nSR = 10 + (nCasterLevel / 6);
string s = IntToString(nSR);
SetCustomToken(102, s);
SetCustomToken(161838402, s);
return TRUE;
}

View File

@@ -24,7 +24,7 @@ less than 8 HD that is within 20 feet of the wall
is blinded for 2d4 rounds by the colors if it
looks at the wall.
The wall<6C>s maximum proportions are 4 feet wide per
The wall<6C>s maximum proportions are 4 feet wide per
caster level and 2 feet high per caster level. A
prismatic wall spell cast to materialize in a
space occupied by a creature is disrupted, and
@@ -41,7 +41,7 @@ The wall can be destroyed, color by color, in
consecutive order, by various magical effects;
however, the first color must be brought down
before the second can be affected, and so on.
A rod of cancellation or a mage<67>s disjunction
A rod of cancellation or a mage<67>s disjunction
spell destroys a prismatic wall, but an
antimagic field fails to penetrate it. Dispel
magic and greater dispel magic cannot dispel
@@ -68,6 +68,7 @@ Created: 7/6/07
#include "prc_inc_spells"
#include "prc_add_spell_dc"
void main()
{
object oPC = GetAreaOfEffectCreator();
@@ -159,55 +160,75 @@ void main()
{
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectCutsceneGhost(), oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget);
// makes the target invisible
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget, 6.0);
// allows pathfinding through the target
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneGhost(), oTarget, 6.0);
// paralyzes the target, ignores immunity
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneParalyze(), oTarget, 6.0);
// save the target location for later visual effect
location lLoc = GetLocation(oTarget);
int nMessageRoll = d6(1);
int nTalk;
switch(nMessageRoll)
// separate player targets from NPCs
if(GetIsPC(oTarget))
{
case 1:
{
nTalk = 1729332;
break;
}
int nMessageRoll = d6(1);
int nTalk;
case 2:
switch(nMessageRoll)
{
nTalk = 1729333;
break;
}
case 1:
{
nTalk = 1729332;
break;
}
case 3:
{
nTalk = 1729334;
break;
}
case 2:
{
nTalk = 1729333;
break;
}
case 4:
{
nTalk = 1729335;
break;
}
case 3:
{
nTalk = 1729334;
break;
}
case 5:
{
nTalk = 1729336;
break;
}
case 4:
{
nTalk = 1729335;
break;
}
case 6:
{
nTalk = 1729337;
break;
case 5:
{
nTalk = 1729336;
break;
}
case 6:
{
nTalk = 1729337;
break;
}
}
//Death Popup
// allow respawn, but not wait for help since sent away
// also if not letting respawn and cannot reload, the player cannot continue via GUI
DelayCommand(2.75, PopUpDeathGUIPanel(oTarget, TRUE , FALSE, nTalk));
DelayCommand(2.75, ExecuteScript("prc_ondeath", oTarget));
}
//Death Popup
DelayCommand(2.75, PopUpDeathGUIPanel(oTarget, FALSE , TRUE, nTalk));
DelayCommand(2.75, ExecuteScript("prc_ondeath", oTarget));
else
{
// Target is not a player
// To simplify against NPCs and also reward xp, applies same death as Green color
DeathlessFrenzyCheck(oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
}
// a visual effect for banishment
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), lLoc);
}
}
}
}
}

View File

@@ -216,56 +216,75 @@ void DoRay(object oTarget, int nSaveDC, int nRoll, int nCasterLvl, object oPC)
{
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nSaveDC, SAVING_THROW_TYPE_SPELL))
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectCutsceneGhost(), oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget);
// makes the target invisible
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget, 6.0);
// allows pathfinding through the target
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneGhost(), oTarget, 6.0);
// paralyzes the target, ignores immunity
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneParalyze(), oTarget, 6.0);
// save the target location for later visual effect
location lLoc = GetLocation(oTarget);
int nMessageRoll = d6(1);
int nTalk;
switch(nMessageRoll)
// separate player targets from NPCs
if(GetIsPC(oTarget))
{
case 1:
{
nTalk = 1729332;
break;
}
int nMessageRoll = d6(1);
int nTalk;
case 2:
switch(nMessageRoll)
{
nTalk = 1729333;
break;
}
case 1:
{
nTalk = 1729332;
break;
}
case 3:
{
nTalk = 1729334;
break;
}
case 2:
{
nTalk = 1729333;
break;
}
case 4:
{
nTalk = 1729335;
break;
}
case 3:
{
nTalk = 1729334;
break;
}
case 5:
{
nTalk = 1729336;
break;
}
case 4:
{
nTalk = 1729335;
break;
}
case 6:
{
nTalk = 1729337;
break;
case 5:
{
nTalk = 1729336;
break;
}
case 6:
{
nTalk = 1729337;
break;
}
}
//Death Popup
// allow respawn, but not wait for help since sent away
// also if not letting respawn and cannot reload, the player cannot continue via GUI
DelayCommand(2.75, PopUpDeathGUIPanel(oTarget, TRUE , FALSE, nTalk));
DelayCommand(2.75, ExecuteScript("prc_ondeath", oTarget));
}
//Death Popup
DelayCommand(2.75, PopUpDeathGUIPanel(oTarget, FALSE , TRUE, nTalk));
DelayCommand(2.75, ExecuteScript("prc_ondeath", oTarget));
else
{
// Target is not a player
// To simplify against NPCs and also reward xp, applies same death as Green color
DeathlessFrenzyCheck(oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
}
// a visual effect for banishment
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), lLoc);
}
}
}
}
}

View File

@@ -1,45 +1,45 @@
//::///////////////////////////////////////////////
//:: Name
//:: FileName sp_.nss
//:: Name
//:: FileName sp_prismt_sphr.nss
//:://////////////////////////////////////////////
/**@file Prismatic Sphere
Abjuration
Level: Protection 9, Sor/Wiz 9, Sun 9
Components: V
Range: 10 ft.
Level: Protection 9, Sor/Wiz 9, Sun 9
Components: V
Range: 10 ft.
Effect: 10-ft.-radius sphere centered on you
This spell functions like prismatic wall, except you
conjure up an immobile, opaque globe of shimmering,
conjure up an immobile, opaque globe of shimmering,
multicolored light that surrounds you and protects
you from all forms of attack. The sphere flashes in
all colors of the visible spectrum.
The sphere<EFBFBD>s blindness effect on creatures with less
The sphere's blindness effect on creatures with less
than 8 HD lasts 2d4x10 minutes.
You can pass into and out of the prismatic sphere and
remain near it without harm. However, when you<EFBFBD>re
inside it, the sphere blocks any attempt to project
remain near it without harm. However, when you are
inside it, the sphere blocks any attempt to project
something through the sphere (including spells). Other
creatures that attempt to attack you or pass through
creatures that attempt to attack you or pass through
suffer the effects of each color, one at a time.
Typically, only the upper hemisphere of the globe will
exist, since you are at the center of the sphere, so
exist, since you are at the center of the sphere, so
the lower half is usually excluded by the floor surface
you are standing on.
The colors of the sphere have the same effects as the
colors of a prismatic wall:
Red 1st Deals 20 points of fire damage (Reflex half).
Red 1st Deals 20 points of fire damage (Reflex half).
Orange 2nd Deals 40 points of acid damage (Reflex half).
Yellow 3rd Deals 80 points of electricity damage (Reflex half).
Green 4th Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).
Blue 5th Turned to stone (Fortitude negates).
Indigo 6th Will save or become insane (as insanity spell).
Violet 7th Creatures sent to another plane (Will negates).
Blue 5th Turned to stone (Fortitude negates).
Indigo 6th Will save or become insane (as insanity spell).
Violet 7th Creatures sent to another plane (Will negates).
Author: Tenjac
Created: 7/6/07
@@ -53,36 +53,46 @@ Created: 7/6/07
void main()
{
if(!X2PreSpellCastCode()) return;
PRCSetSchool(SPELL_SCHOOL_ABJURATION);
object oPC = OBJECT_SELF;
location lTarget = GetLocation(oPC);
object oTarget;
int nMetaMagic = PRCGetMetaMagicFeat();
int nCasterLvl = PRCGetCasterLevel(oPC);
float fDelay, fDuration;
float fDuration;
float fDelay;
float fDurFX = 3.0;
float fDurAoE = TurnsToSeconds(nCasterLvl * 10);
if (nMetaMagic & METAMAGIC_EXTEND) fDurAoE += fDurAoE;
effect eAoE = EffectAreaOfEffect(VFX_PER_PRISMATIC_SPHERE);
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_PRISMATIC_SPHERE), lTarget, fDurAoE);
/*
// Added a hearbeat script since .2DA only points to A and B for on enter and on exit
// LABEL SHAPE RADIUS WIDTH LENGTH ONENTER ONEXIT HEARTBEAT
// 173 VFX_PER_PRISMATIC_SPHERE C 3.048 **** **** sp_prismt_sphrA sp_prismt_sphrB ****
*/
effect eAoE = EffectAreaOfEffect(VFX_PER_PRISMATIC_SPHERE, "sp_prismt_sphrA", "sp_prismt_sphrH", "sp_prismt_sphrB");
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAoE, lTarget, fDurAoE);
object oAoE = GetAreaOfEffectObject(lTarget, "VFX_PER_PRISMATIC_SPHERE");
SetAllAoEInts(SPELL_PRISMATIC_SPHERE, oAoE, PRCGetSpellSaveDC(SPELL_PRISMATIC_SPHERE, SPELL_SCHOOL_ABJURATION), 0, nCasterLvl);
effect eVFX = EffectVisualEffect(VFX_DUR_PRISMATIC_SPHERE);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVFX, oAoE);
//SendMessageToPC(oPC, "Casting a modified Prismatic Sphere with dur: " + FloatToString(fDurAoE));
// Handles visual fx of the spell (and continued on the heartbeat script) since the fx seem to last max 3 secs.
effect eVFX = EffectVisualEffect(VFX_DUR_PRISMATIC_SPHERE, FALSE, 1.0, [0.0,0.0,0.064], [0.0,0.0,0.36]);
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eVFX, lTarget, fDurFX);
// Repeats the vFX after 3 seconds
DelayCommand(3.0, ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eVFX, lTarget, fDurFX));
// Declare blindness
effect eBlind = EffectBlindness();
// Start cycling through the AOE Object for viable targets
oTarget = MyFirstObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
while(GetIsObjectValid(oTarget))
{
// PvP check
if(!GetIsReactionTypeFriendly(oTarget, oPC) &&
// Make sure they are not immune to spells
@@ -93,7 +103,7 @@ void main()
{
// Fire cast spell at event for the affected target
PRCSignalSpellEvent(oTarget, TRUE, SPELL_PRISMATIC_SPHERE, oPC);
// Check if they can see
if(!PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, oTarget))
{
@@ -103,10 +113,10 @@ void main()
// Get duration
fDuration = IntToFloat(d4(2) * 10);
if(nMetaMagic & METAMAGIC_EXTEND) fDuration += fDuration;
// Get a small delay
fDelay = GetDistanceToObject(oTarget)/20;
// Apply blindness
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBlind, oTarget, fDuration, TRUE, SPELL_PRISMATIC_SPHERE, nCasterLvl));
}
@@ -116,4 +126,5 @@ void main()
//Get next target.
oTarget = MyNextObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
}
}
PRCSetSchool();
}

View File

@@ -15,11 +15,11 @@ multicolored light that surrounds you and protects
you from all forms of attack. The sphere flashes in
all colors of the visible spectrum.
The sphere<72>s blindness effect on creatures with less
The sphere<72>s blindness effect on creatures with less
than 8 HD lasts 2d4x10 minutes.
You can pass into and out of the prismatic sphere and
remain near it without harm. However, when you<6F>re
remain near it without harm. However, when you<6F>re
inside it, the sphere blocks any attempt to project
something through the sphere (including spells). Other
creatures that attempt to attack you or pass through
@@ -49,6 +49,7 @@ Created: 7/6/07
#include "prc_inc_spells"
#include "prc_add_spell_dc"
void main()
{
object oPC = GetAreaOfEffectCreator();
@@ -143,73 +144,75 @@ void main()
{
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectCutsceneGhost(), oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget);
// makes the target invisible
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget, 6.0);
// allows pathfinding through the target
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneGhost(), oTarget, 6.0);
// paralyzes the target, ignores immunity
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneParalyze(), oTarget, 6.0);
// save the target location for later visual effect
location lLoc = GetLocation(oTarget);
int nMessageRoll = d6(1);
int nTalk;
switch(nMessageRoll)
// separate player targets from NPCs
if(GetIsPC(oTarget))
{
case 1:
{
nTalk = 1729332;
break;
}
int nMessageRoll = d6(1);
int nTalk;
case 2:
switch(nMessageRoll)
{
nTalk = 1729333;
break;
}
case 1:
{
nTalk = 1729332;
break;
}
case 3:
{
nTalk = 1729334;
break;
}
case 2:
{
nTalk = 1729333;
break;
}
case 4:
{
nTalk = 1729335;
break;
}
case 3:
{
nTalk = 1729334;
break;
}
case 5:
{
nTalk = 1729336;
break;
}
case 4:
{
nTalk = 1729335;
break;
}
case 6:
{
nTalk = 1729337;
break;
case 5:
{
nTalk = 1729336;
break;
}
case 6:
{
nTalk = 1729337;
break;
}
}
//Death Popup
// allow respawn, but not wait for help since sent away
// also if not letting respawn and cannot reload, the player cannot continue via GUI
DelayCommand(2.75, PopUpDeathGUIPanel(oTarget, TRUE , FALSE, nTalk));
DelayCommand(2.75, ExecuteScript("prc_ondeath", oTarget));
}
//Death Popup
DelayCommand(2.75, PopUpDeathGUIPanel(oTarget, FALSE , TRUE, nTalk));
DelayCommand(2.75, ExecuteScript("prc_ondeath", oTarget));
else
{
// Target is not a player
// To simplify against NPCs and also reward xp, applies same death as Green color
DeathlessFrenzyCheck(oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
}
// a visual effect for banishment
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), lLoc);
}
}
}
}

View File

@@ -0,0 +1,21 @@
//::///////////////////////////////////////////////
//:: Name Prismatic Sphere on heartbeat
//:: FileName sp_prismt_sphrH.nss
//:://////////////////////////////////////////////
// a heartbeat script for Prismatic Sphere
#include "prc_inc_spells"
void main()
{
//SendMessageToAllPCs("Prismatic Sphere heartbeat.");
float fDurFX = 3.0;
location lTarget = GetLocation(OBJECT_SELF);
// Handles visual fx of the spell (and continued on the heartbeat script) since the fx seem to last max 3 secs.
effect eVFX = EffectVisualEffect(VFX_DUR_PRISMATIC_SPHERE, FALSE, 1.0, [0.0,0.0,0.064], [0.0,0.0,0.36]);
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eVFX, lTarget, fDurFX);
// Repeats the vFX after 3 seconds
DelayCommand(3.0, ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eVFX, lTarget, fDurFX));
}