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.
259 lines
9.9 KiB
Plaintext
259 lines
9.9 KiB
Plaintext
/*:://////////////////////////////////////////////
|
|
//:: Spell Name Prismatic Spray
|
|
//:: Spell FileName PHS_S_PrisSpray
|
|
//:://////////////////////////////////////////////
|
|
//:: In Game Spell desctiption
|
|
//:://////////////////////////////////////////////
|
|
Evocation
|
|
Level: Sor/Wiz 7
|
|
Components: V, S
|
|
Casting Time: 1 standard action
|
|
Range: 20M (60 ft.)
|
|
Area: Cone-shaped burst
|
|
Duration: Instantaneous
|
|
Saving Throw: See text
|
|
Spell Resistance: Yes
|
|
|
|
This spell causes seven shimmering, intertwined, multicolored beams of
|
|
light to spray from your hand. Each beam has a different power. Creatures
|
|
in the area of the spell with 8 HD or less are automatically blinded for
|
|
2d4 rounds. Every creature in the area is randomly struck by one or more
|
|
beams, which have additional effects.
|
|
|
|
1d8 Color of Beam Effect
|
|
1 Red 20 points fire damage (Reflex half)
|
|
2 Orange 40 points acid damage (Reflex half)
|
|
3 Yellow 80 points electricity damage (Reflex half)
|
|
4 Green Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead)
|
|
5 Blue Turned to stone (Fortitude negates)
|
|
6 Indigo Insane, as insanity spell (Will negates)
|
|
7 Violet Sent to another plane (Will negates)
|
|
8 Struck by two colors; roll twice more, ignoring any “8” results.
|
|
//:://////////////////////////////////////////////
|
|
//:: Spell Effects Applied / Notes
|
|
//:://////////////////////////////////////////////
|
|
This is definatly to the spells effects.
|
|
|
|
20M cone thingy :-)
|
|
|
|
Uses special function to apply the effects.
|
|
//:://////////////////////////////////////////////
|
|
//:: Created By: Jasperre
|
|
//::////////////////////////////////////////////*/
|
|
|
|
#include "PHS_INC_SPELLS"
|
|
|
|
// Applies the effect determined by nDiceRoll, onto oTarget with nSpellSaveDC,
|
|
// using oCaster as the caster of the spell. Used in all Prismatic spells.
|
|
// * nDiceRoll 1-7 (8 is ignored as par description).
|
|
// * Use fDelay to state a delay for the effects to be applied.
|
|
// Make sure SR checks are done before this is called.
|
|
void ApplyPrismaticEffect(int nDiceRoll, object oTarget, float fDelay, int nMetaMagic, int nSpellSaveDC, object oCaster = OBJECT_SELF);
|
|
|
|
void main()
|
|
{
|
|
// Spell hook check.
|
|
if(!PHS_SpellHookCheck(PHS_SPELL_PRISMATIC_SPRAY)) return;
|
|
|
|
// Delcare major variables
|
|
object oCaster = OBJECT_SELF;
|
|
object oTarget;
|
|
location lTarget = GetSpellTargetLocation();
|
|
int nSpellSaveDC = PHS_GetSpellSaveDC();
|
|
int nMetaMagic = PHS_GetMetaMagicFeat();
|
|
float fDelay, fBlindness;
|
|
int nRandom;
|
|
|
|
// Delcare blindness (8HD or under)
|
|
effect eBlind = EffectBlindness();
|
|
|
|
// Loop targets in cone
|
|
// Not sure if correct range. Currently this is Bioware's Prismatic Sprays range.
|
|
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 11.0, lTarget, TRUE);
|
|
while(GetIsObjectValid(oTarget))
|
|
{
|
|
// Check reaction type
|
|
if(!GetIsReactionTypeFriendly(oTarget))
|
|
{
|
|
// Signal event
|
|
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_COLOR_SPRAY);
|
|
|
|
// Get delay
|
|
fDelay = GetDistanceToObject(oTarget)/20;
|
|
|
|
// Check spell resistance
|
|
if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
|
|
{
|
|
// Blind the target if they are less than 9 HD
|
|
if(GetHitDice(oTarget) <= 8)
|
|
{
|
|
fBlindness = PHS_GetRandomDuration(PHS_ROUNDS, 4, 2, nMetaMagic);
|
|
DelayCommand(fDelay, PHS_ApplyDuration(oTarget, eBlind, fBlindness));
|
|
}
|
|
// Determine if 1 or 2 effects are going to be applied
|
|
nRandom = d8();
|
|
if(nRandom == 8)
|
|
{
|
|
// Apply 2 different colors
|
|
ApplyPrismaticEffect(d8(), oTarget, fDelay, nMetaMagic, nSpellSaveDC, oCaster);
|
|
ApplyPrismaticEffect(d8(), oTarget, fDelay, nMetaMagic, nSpellSaveDC, oCaster);
|
|
}
|
|
else
|
|
{
|
|
// Apply 1 color
|
|
ApplyPrismaticEffect(nRandom, oTarget, fDelay, nMetaMagic, nSpellSaveDC, oCaster);
|
|
}
|
|
}
|
|
}
|
|
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTarget, TRUE);
|
|
}
|
|
}
|
|
|
|
// Applies the effect determined by nDiceRoll, onto oTarget with nSpellSaveDC,
|
|
// using oCaster as the caster of the spell. Used in all Prismatic spells.
|
|
// * nDiceRoll 1-7 (8 is ignored as par description).
|
|
// * Use fDelay to state a delay for the effects to be applied.
|
|
// Make sure SR checks are done before this is called.
|
|
void ApplyPrismaticEffect(int nDiceRoll, object oTarget, float fDelay, int nMetaMagic, int nSpellSaveDC, object oCaster = OBJECT_SELF)
|
|
{
|
|
int nRoll;
|
|
effect eVis;
|
|
switch(nDiceRoll)
|
|
{
|
|
// 1 Red 20 points fire damage (Reflex half)
|
|
case 1:
|
|
{
|
|
// Get damage via. save.
|
|
nRoll = PHS_GetAdjustedDamage(SAVING_THROW_REFLEX, 20, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_FIRE, oCaster);
|
|
|
|
// Do damage
|
|
if(nRoll > 0)
|
|
{
|
|
eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
|
|
DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nRoll, DAMAGE_TYPE_FIRE));
|
|
}
|
|
}
|
|
break;
|
|
// 2 Orange 40 points acid damage (Reflex half)
|
|
case 2:
|
|
{
|
|
// Get damage via. save.
|
|
nRoll = PHS_GetAdjustedDamage(SAVING_THROW_REFLEX, 40, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_ACID, oCaster);
|
|
|
|
// Do damage
|
|
if(nRoll > 0)
|
|
{
|
|
eVis = EffectVisualEffect(VFX_IMP_ACID_S);
|
|
DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nRoll, DAMAGE_TYPE_ACID));
|
|
}
|
|
}
|
|
break;
|
|
// 3 Yellow 80 points electricity damage (Reflex half)
|
|
case 3:
|
|
{
|
|
// Get damage via. save.
|
|
nRoll = PHS_GetAdjustedDamage(SAVING_THROW_REFLEX, 80, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_ELECTRICITY, oCaster);
|
|
|
|
// Do damage
|
|
if(nRoll > 0)
|
|
{
|
|
eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
|
|
DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nRoll, DAMAGE_TYPE_ELECTRICAL));
|
|
}
|
|
}
|
|
break;
|
|
// 4 Green Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead)
|
|
case 4:
|
|
{
|
|
// Posion immunity
|
|
if(PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_POISON, fDelay, oCaster))
|
|
{
|
|
eVis = EffectVisualEffect(VFX_IMP_POISON_S);
|
|
// Fortitude save
|
|
if(PHS_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_POISON, oCaster))
|
|
{
|
|
// Apply some con damage
|
|
nRoll = PHS_MaximizeOrEmpower(6, 1, nMetaMagic);
|
|
effect ePoison = EffectAbilityDecrease(ABILITY_CONSTITUTION, nRoll);
|
|
PHS_ApplyPermanentAndVFX(oTarget, eVis, ePoison);
|
|
}
|
|
else
|
|
{
|
|
// Death via. damage
|
|
DelayCommand(fDelay, PHS_ApplyDeathByDamageAndVFX(oTarget, eVis));
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
// 5 Blue Turned to stone (Fortitude negates)
|
|
case 5:
|
|
{
|
|
// Turned to stone via. the function in PHS_INC_SPELL
|
|
// * Take caster level as 20, this is meant to be pretty harsh anyway.
|
|
PHS_SpellFortitudePetrify(oTarget, 20, nSpellSaveDC);
|
|
}
|
|
break;
|
|
// 6 Indigo Insane, as insanity spell (Will negates)
|
|
case 6:
|
|
{
|
|
// Will negates
|
|
if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_MIND_SPELLS, oCaster, fDelay))
|
|
{
|
|
// Insanity, eh? Supernatural, permament, Confusion
|
|
// Declare effects - Confusion
|
|
eVis = EffectVisualEffect(PHS_VFX_IMP_INSANITY);
|
|
effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
|
|
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
|
|
effect eConfusion = EffectConfused();
|
|
effect eLink = EffectLinkEffects(eConfusion, eDur);
|
|
eLink = EffectLinkEffects(eLink, eCessate);
|
|
|
|
// Make it a supernatural effect
|
|
// - Cannot be dispelled
|
|
// - Cannot be removed VIA sleep
|
|
eLink = SupernaturalEffect(eLink);
|
|
|
|
// Apply the effect
|
|
PHS_ApplyPermanentAndVFX(oTarget, eVis, eLink);
|
|
}
|
|
}
|
|
break;
|
|
// 7 Violet Sent to another plane (Will negates)
|
|
case 7:
|
|
{
|
|
// Send to another plane, eh?
|
|
|
|
// The location will be set as the tagged waypoint "PHS_PRISMATIC_PLANE"
|
|
object oWP = GetWaypointByTag("PHS_PRISMATIC_PLANE");
|
|
|
|
if(GetIsObjectValid(oWP))
|
|
{
|
|
location lTarget = GetLocation(oWP);
|
|
|
|
// We must force them to move. We remove all movement stoppers and
|
|
// thusly move them.
|
|
eVis = EffectVisualEffect(VFX_IMP_UNSUMMON);
|
|
// Move them
|
|
if(fDelay > 0.1)
|
|
{
|
|
// Use special function for the "teleporting"
|
|
// Some delay
|
|
DelayCommand(fDelay - 0.1, AssignCommand(oTarget, PHS_ForceMovementToLocation(lTarget, VFX_IMP_UNSUMMON, VFX_FNF_SUMMON_MONSTER_3)));
|
|
}
|
|
else
|
|
{
|
|
// No delay
|
|
AssignCommand(oTarget, PHS_ForceMovementToLocation(lTarget, VFX_IMP_UNSUMMON, VFX_FNF_SUMMON_MONSTER_3));
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
// 8 Struck by two colors; roll twice more, ignoring any “8” results.
|
|
case 8:
|
|
{
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
}
|