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.
75 lines
3.4 KiB
Plaintext
75 lines
3.4 KiB
Plaintext
/*
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12/12/19 by Stratovarius
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Grasping Shadows, OnEnter
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Master, Shadowscape
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Level/School: 7th/Conjuration (Creation)
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Range: Medium (100 ft. + 10 ft./level)
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Area/Target: 20-ft.-radius spread
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Duration: 1 round/level
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Saving Throw: Will partial
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Spell Resistance: See text
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Stalks of shadows burst from the ground, as though desperate to escape the bonds of the earth, and immediately flail at everyone nearby.
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This mystery creates an area of grasping tendrils that function as the spell Evard's black tentacles (PH 228), with one additional hazard:
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Anyone successfully grappled by a tentacle must attempt a Will save or go blind. A successful save means the individual is safe from blinding
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during that particular grapple, but if she escapes and is then regrappled, she must make another saving throw. The blindness is permanent until magically cured.
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*/
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void DecrementTentacleCount(object oTarget, string sVar)
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{
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SetLocalInt(oTarget, sVar, GetLocalInt(oTarget, sVar) - 1);
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}
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#include "shd_inc_shdfunc"
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#include "prc_inc_combmove"
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void main()
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{
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object oShadow = GetAreaOfEffectCreator();
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object oTarget = GetEnteringObject();
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object oAoE = OBJECT_SELF;
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effect eDark = EffectDarkness();
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = EffectLinkEffects(eDark, eDur);
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struct mystery myst = GetLocalMystery(oShadow, MYST_HOLD_MYST);
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oShadow) && GetCreatureFlag(oTarget, CREATURE_VAR_IS_INCORPOREAL) != TRUE)
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{
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//Fire cast spell at event for the target
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SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELL_EVARDS_BLACK_TENTACLES));
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//Apply reduced movement effect and VFX_Impact
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//firstly, make them half-speed
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectMovementSpeedDecrease(50), oTarget);
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//now do grappling and stuff
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//cant already be grappled so no need to check that
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int nGrappleSucessful = FALSE;
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//this spell doesnt need to make a touch attack
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int nAttackerGrappleMod = myst.nShadowcasterLevel + 8;
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nGrappleSucessful = _DoGrappleCheck(OBJECT_INVALID, oTarget, nAttackerGrappleMod);
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if(nGrappleSucessful)
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{
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//now being grappled
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AssignCommand(oTarget, ClearAllActions());
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effect eHold = EffectCutsceneImmobilize();
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effect eEntangle = EffectVisualEffect(VFX_DUR_SPELLTURNING_R);
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effect eLink = EffectLinkEffects(eHold, eEntangle);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, 6.0);
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SetLocalInt(oTarget, "GrappledBy_"+ObjectToString(oAoE),
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GetLocalInt(oTarget, "GrappledBy_"+ObjectToString(oAoE))+1);
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DelayCommand(6.1, DecrementTentacleCount(oTarget, "GrappledBy_"+ObjectToString(oAoE)));
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// Apply the Blindness effect permanently if they fail
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if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, GetShadowcasterDC(oShadow), SAVING_THROW_TYPE_SPELL))
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{
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myst.eLink = EffectBlindness();
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if (myst.bIgnoreSR) myst.eLink = SupernaturalEffect(myst.eLink);
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, myst.eLink, oTarget, 0.0, TRUE, myst.nMystId, myst.nShadowcasterLevel);
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}
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}
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}// end if - Difficulty check
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} |