PRC8/nwn/nwnprc/trunk/newspellbook/shd_myst_farsght.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

159 lines
8.4 KiB
Plaintext
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*
18/02/19 by Stratovarius
Far Sight
Master, Eyes of the Night Sky
Level/School: 8th/Divination (Scrying)
Range: See text
Effect: Magical sensor
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
You alter your perceptions to see through any shadow, anywhere.
Far sight is similar to the spell greater scrying, with the modifications described here. This mystery allows you to see the subjects true essence, as with the truth revealed mystery.
*/
#include "shd_inc_shdfunc"
#include "shd_mysthook"
#include "inc_dynconv"
void ApplyScryEffects(object oPC)
{
if(DEBUG) DoDebug("prc_inc_scry: ApplyScryEffects():\n"
+ "oPC = '" + GetName(oPC) + "'"
);
// The Scryer is not supposed to be visible, nor can he move or cast
// He also can't take damage from scrying
effect eLink = EffectSpellImmunity(SPELL_ALL_SPELLS);
// Damage immunities
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_ACID, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_BLUDGEONING, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_COLD, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_DIVINE, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_ELECTRICAL, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_FIRE, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_MAGICAL, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_NEGATIVE, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_PIERCING, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_POSITIVE, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_SLASHING, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_SONIC, 100));
// Specific immunities
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_ABILITY_DECREASE));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_BLINDNESS));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_DEAFNESS));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_CRITICAL_HIT));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_DEATH));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_DISEASE));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_ENTANGLE));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_SLOW));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_KNOCKDOWN));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_NEGATIVE_LEVEL));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_PARALYSIS));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_SILENCE));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_SNEAK_ATTACK));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_TRAP));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_MIND_SPELLS));
// Random stuff
eLink = EffectLinkEffects(eLink, EffectCutsceneGhost());
eLink = EffectLinkEffects(eLink, EffectCutsceneImmobilize());
eLink = EffectLinkEffects(eLink, EffectEthereal());
eLink = EffectLinkEffects(eLink, EffectAttackDecrease(50));
eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY));
// True Seeing
effect eTrueSee = EffectTrueSeeing();
// Adjust to PnP-like True Seeing
if(GetPRCSwitch(PRC_PNP_TRUESEEING))
{
eTrueSee = EffectSeeInvisible();
int nSpot = GetPRCSwitch(PRC_PNP_TRUESEEING_SPOT_BONUS);
// Default to 15
if(nSpot == 0)
nSpot = 15;
effect eSpot = EffectSkillIncrease(SKILL_SPOT, nSpot);
eTrueSee = EffectLinkEffects(eTrueSee , eSpot);
}
eLink = EffectLinkEffects(eLink, eTrueSee);
// Permanent until Scry ends
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ExtraordinaryEffect(eLink), oPC, GetLocalFloat(oPC, "ScryDuration") + 6.0);
// Create array for storing a list of the nerfed weapons in
array_create(oPC, "Scry_Nerfed");
object oWeapon;
itemproperty ipNoDam = ItemPropertyNoDamage();
oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC);
if(IPGetIsMeleeWeapon(oWeapon)){
if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){
//SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE);
AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon);
array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon);
}
// Check left hand only if right hand had a weapon
oWeapon = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC);
if(IPGetIsMeleeWeapon(oWeapon)){
if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){
//SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE);
AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon);
array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon);
}}
}else if(IPGetIsRangedWeapon(oWeapon)){
if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){
//SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE);
AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon);
array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon);
}}
oWeapon = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oPC);
if(GetIsObjectValid(oWeapon)){
if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){
//SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE);
AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon);
array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon);
}}
oWeapon = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oPC);
if(GetIsObjectValid(oWeapon)){
if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){
//SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE);
AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon);
array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon);
}}
oWeapon = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oPC);
if(GetIsObjectValid(oWeapon)){
if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){
//SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE);
AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon);
array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon);
}}
}
void main()
{
if(!ShadPreMystCastCode()) return;
object oShadow = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
struct mystery myst = EvaluateMystery(oShadow, oTarget, METASHADOW_EXTEND);
if(myst.bCanMyst)
{
myst.fDur = TurnsToSeconds(myst.nShadowcasterLevel);
if(myst.bExtend) myst.fDur *= 2;
SetLocalInt(oShadow, "ScryCasterLevel", myst.nShadowcasterLevel);
SetLocalInt(oShadow, "ScrySpellId", myst.nMystId);
SetLocalInt(oShadow, "ScrySpellDC", GetShadowcasterDC(oShadow));
SetLocalFloat(oShadow, "ScryDuration", myst.fDur);
StartDynamicConversation("prc_scry_conv", oShadow, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oShadow);
// Apply the immunity effects
ApplyScryEffects(oShadow);
}
}