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:
@@ -98,4 +98,4 @@ void main()
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eSummon, lTarget, fDuration);
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PRCSetSchool();
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}
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}
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@@ -43,7 +43,7 @@ Updated by AshLancer 1/22/2020 to be PnP accurate
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int ApplyPrismaticEffect(int nEffect, object oTarget,int nDC,int CasterLvl);
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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#include "prc_inc_spells"
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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//:: left its elemental damage alone, since it's already determined randomly.
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@@ -75,7 +75,7 @@ SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION);
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object oTarget;
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int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nRandom;
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@@ -84,7 +84,7 @@ SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION);
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effect eVisual;
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int bTwoEffects;
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int nPenetr = CasterLvl + SPGetPenetr();
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//Set the delay to apply to effects based on the distance to the target
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float fDelay = 0.5 + GetDistanceBetween(OBJECT_SELF, oTarget)/20;
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//Get first target in the spell area
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@@ -226,55 +226,74 @@ int ApplyPrismaticEffect(int nEffect, object oTarget,int nDC,int CasterLvl)
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{
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
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{
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectCutsceneGhost(), oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget);
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// makes the target invisible
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget, 6.0);
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// allows pathfinding through the target
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneGhost(), oTarget, 6.0);
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// paralyzes the target, ignores immunity
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneParalyze(), oTarget, 6.0);
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// save the target location for later visual effect
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location lLoc = GetLocation(oTarget);
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int nMessageRoll = d6(1);
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int nTalk;
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switch(nMessageRoll)
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// separate player targets from NPCs
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if(GetIsPC(oTarget))
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{
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case 1:
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{
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nTalk = 1729332;
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break;
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}
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int nMessageRoll = d6(1);
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int nTalk;
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case 2:
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switch(nMessageRoll)
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{
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nTalk = 1729333;
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break;
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}
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case 1:
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{
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nTalk = 1729332;
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break;
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}
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case 3:
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{
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nTalk = 1729334;
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break;
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}
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case 2:
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{
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nTalk = 1729333;
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break;
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}
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case 4:
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{
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nTalk = 1729335;
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break;
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}
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case 3:
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{
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nTalk = 1729334;
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break;
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}
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case 5:
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{
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nTalk = 1729336;
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break;
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}
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case 4:
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{
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nTalk = 1729335;
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break;
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}
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case 6:
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{
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nTalk = 1729337;
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break;
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case 5:
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{
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nTalk = 1729336;
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break;
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}
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case 6:
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{
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nTalk = 1729337;
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break;
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}
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}
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//Death Popup
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// allow respawn, but not wait for help since sent away
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// also if not letting respawn and cannot reload, the player cannot continue via GUI
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DelayCommand(2.75, PopUpDeathGUIPanel(oTarget, TRUE , FALSE, nTalk));
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DelayCommand(2.75, ExecuteScript("prc_ondeath", oTarget));
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}
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//Death Popup
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DelayCommand(2.75, PopUpDeathGUIPanel(oTarget, FALSE , TRUE, nTalk));
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DelayCommand(2.75, ExecuteScript("prc_ondeath", oTarget));
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else
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{
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// Target is not a player
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// To simplify against NPCs and also reward xp, applies same death as Green color
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DeathlessFrenzyCheck(oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
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}
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// a visual effect for banishment
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), lLoc);
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}
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}
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break;
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@@ -35,8 +35,24 @@ Created: 6/13/06
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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object oTarget = GetEnteringObject();
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// Ignore DMs if not possessing a creature
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if (GetIsDM(oTarget) && !GetIsDMPossessed(oTarget))
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return;
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if (!PRCGetHasEffect(EFFECT_TYPE_DARKNESS, oTarget))
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{
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if (GetAlignmentGoodEvil(oTarget) == ALIGNMENT_EVIL)
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{
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectBlindness(), oTarget);
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}
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}
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}
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/* void main()
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{
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object oTarget = GetEnteringObject();
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@@ -47,6 +63,6 @@ void main()
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectBlindness(), oTarget);
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}
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}
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}
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} */
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@@ -63,6 +63,127 @@ void main()
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PRCSignalSpellEvent(oTarget, TRUE, SPELL_CHANNELED_PYROBURST, oPC);
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//Check Spell Resistance
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if(!PRCDoResistSpell(oPC, oTarget, nCasterLvl + SPGetPenetr()))
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{
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int nVFX; // visual effect variable
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//swift
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if(nSpell == SPELL_CHANNELED_PYROBURST_1)
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{
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if(!TakeSwiftAction(oPC))
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{
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return;
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}
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nDam = d4(PRCMin((nCasterLvl/2), 10));
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nVFX = VFX_IMP_FLAME_S; // single-target fire burst
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if(nMetaMagic & METAMAGIC_MAXIMIZE)
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{
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nDam = 4 * (PRCMin((nCasterLvl/2), 10));
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}
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}
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//standard
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else if(nSpell == SPELL_CHANNELED_PYROBURST_2)
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{
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nDam = d6(PRCMin(10, nCasterLvl));
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fRadius = 3.048f;
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nVFX = VFX_IMP_DIVINE_STRIKE_FIRE; // medium fire explosion
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if(nMetaMagic & METAMAGIC_MAXIMIZE)
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{
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nDam = 6 * (PRCMin(10, nCasterLvl));
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}
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}
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//full round
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else if(nSpell == SPELL_CHANNELED_PYROBURST_3)
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{
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nDam = d8(PRCMin(10, nCasterLvl));
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fRadius = 4.57f;
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nVFX = VFX_FNF_FIREBALL; // large fiery burst
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if(nMetaMagic & METAMAGIC_MAXIMIZE)
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{
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nDam = 8 * (PRCMin(10, nCasterLvl));
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}
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}
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//two rounds
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else if(nSpell == SPELL_CHANNELED_PYROBURST_4)
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{
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nDam = d10(PRCMin(10, nCasterLvl));
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fRadius = 6.10f;
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nVFX = VFX_FNF_FIRESTORM; // reuse large explosion, fits scale
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if(nMetaMagic & METAMAGIC_MAXIMIZE)
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{
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nDam = 10 * (PRCMin(10, nCasterLvl));
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}
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}
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else
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{
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PRCSetSchool();
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return;
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}
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//Metamagic Empower
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if(nMetaMagic & METAMAGIC_EMPOWER)
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{
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nDam += (nDam/2);
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}
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nDam += SpellDamagePerDice(oPC, PRCMin(10, nCasterLvl));
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if(PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_FIRE))
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{
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nDam = nDam/2;
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}
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effect eDam = PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_FIRE);
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// apply visuals and damage
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if(fRadius == 0.0f)
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(nVFX), oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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}
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else
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{
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(nVFX), lLoc);
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lLoc, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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while(GetIsObjectValid(oTarget))
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{
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRadius, lLoc, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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}
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PRCSetSchool();
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}
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/* void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_EVOCATION);
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object oPC = OBJECT_SELF;
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int nSpell = PRCGetSpellId();
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int nCasterLvl = PRCGetCasterLevel(oPC);
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object oTarget = PRCGetSpellTargetObject();
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location lLoc = PRCGetSpellTargetLocation();
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int nDC = PRCGetSaveDC(oTarget, oPC);
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int nDam;
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int nMetaMagic = PRCGetMetaMagicFeat();
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float fRadius = 0.0f;
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PRCSignalSpellEvent(oTarget, TRUE, SPELL_CHANNELED_PYROBURST, oPC);
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//Check Spell Resistance
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if(!PRCDoResistSpell(oPC, oTarget, nCasterLvl + SPGetPenetr()))
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{
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@@ -158,6 +279,6 @@ void main()
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PRCSetSchool();
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}
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*/
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@@ -150,7 +150,7 @@ void main()
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectHeal(GetMaxHitPoints(oChoice) + 10, oChoice), oChoice);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_RAISE_DEAD), GetLocation(oChoice));
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ExecuteScript("prc_pw_ressurection", oChoice);
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ExecuteScript("prc_pw_res", oChoice);
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if (GetPRCSwitch(PRC_PW_DEATH_TRACKING) && GetIsPC(oChoice))
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SetPersistantLocalInt(oChoice, "persist_dead", FALSE);
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AssignCommand(oChoice, ActionJumpToObject(oPC));
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@@ -3,14 +3,14 @@ int StartingConditional()
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object oPC = GetPCSpeaker();
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// Get the target's name and set it as the approrpriate custom item.
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SetCustomToken(101, GetName(GetLocalObject(oPC, "SP_CREATETATOO_TARGET")));
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SetCustomToken(161838401, GetName(GetLocalObject(oPC, "SP_CREATETATOO_TARGET")));
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// Get the caster level and calculate SR from that and set it as the
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// appropriate conversation custom item.
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int nCasterLevel = GetLocalInt(oPC, "SP_CREATETATOO_LEVEL");
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int nSR = 10 + (nCasterLevel / 6);
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string s = IntToString(nSR);
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SetCustomToken(102, s);
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SetCustomToken(161838402, s);
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return TRUE;
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}
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@@ -24,7 +24,7 @@ less than 8 HD that is within 20 feet of the wall
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is blinded for 2d4 rounds by the colors if it
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looks at the wall.
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The wall<6C>s maximum proportions are 4 feet wide per
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The wall<6C>s maximum proportions are 4 feet wide per
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caster level and 2 feet high per caster level. A
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prismatic wall spell cast to materialize in a
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space occupied by a creature is disrupted, and
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@@ -41,7 +41,7 @@ The wall can be destroyed, color by color, in
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consecutive order, by various magical effects;
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however, the first color must be brought down
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before the second can be affected, and so on.
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A rod of cancellation or a mage<67>s disjunction
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A rod of cancellation or a mage<67>s disjunction
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spell destroys a prismatic wall, but an
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antimagic field fails to penetrate it. Dispel
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magic and greater dispel magic cannot dispel
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@@ -68,6 +68,7 @@ Created: 7/6/07
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|
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
|
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{
|
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object oPC = GetAreaOfEffectCreator();
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@@ -159,55 +160,75 @@ void main()
|
||||
{
|
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
|
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{
|
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget);
|
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectCutsceneGhost(), oTarget);
|
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget);
|
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// makes the target invisible
|
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget, 6.0);
|
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// allows pathfinding through the target
|
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneGhost(), oTarget, 6.0);
|
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// paralyzes the target, ignores immunity
|
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneParalyze(), oTarget, 6.0);
|
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// save the target location for later visual effect
|
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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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
21
nwn/nwnprc/trunk/spells/sp_prismt_sphrH.nss
Normal file
21
nwn/nwnprc/trunk/spells/sp_prismt_sphrH.nss
Normal 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));
|
||||
}
|
||||
Reference in New Issue
Block a user