PRC8/nwn/nwnprc/trunk/newspellbook/shd_myst_grpshda.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

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