PRC8/nwn/nwnprc/trunk/smp/phs_s_priswall.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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/*:://////////////////////////////////////////////
//:: Spell Name Prismatic Wall
//:: Spell FileName PHS_S_PrisWall
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Abjuration
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Close (8M)
Effect: Wall 10M long, 1M wide
Duration: 10 min./level (D)
Saving Throw: See text
Spell Resistance: See text
Prismatic wall creates a vertical, opaque wall-a shimmering, multicolored
plane of light. The wall flashes with seven colors, each of which has a
distinct power and purpose. The wall is immobile, and you can pass through
and remain near the wall without harm. However, any other creature with less
than 8 HD that is within 10M (30ft) of the centre of the wall is blinded for
2d4 rounds by the colors if it looks at the wall.
The walls proportions are about 10 meters long, 1 meters wide. A prismatic
wall spell cast to materialize in a space occupied by a creature is
disrupted, and the spell is wasted. Note that unlike prismatic sphere there
is no effect on spells or ranged weapons in or around the wall.
Each color in the wall has a special effect. The accompanying table shows
the seven colors of the wall, the order in which they appear, their effects
on creatures trying to pass through the wall.
For a creature attempting to pass through the wall, they suffer the effects
of each color in order. Spell resistance is effective against a prismatic
wall, but the caster level check must be repeated for each color present.
Dispel magic and similar spells affect a prismatic wall as normal.
Color Order Effect of Color
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)
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
As it stated above.
Simplified a lot. It now doesn't stop spells or missiles (ugly!) but will
do th effects of each thing On Enter - ugly!
This is still powerful (very much so) for the level.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell hook check.
if(!PHS_SpellHookCheck(PHS_SPELL_PRISMATIC_WALL)) return;
// Declare major variables
object oCaster = OBJECT_SELF;
location lTarget = GetSpellTargetLocation();// Should be OBJECT_SELF's location
int nCasterLevel = PHS_GetCasterLevel();
int nMetaMagic = PHS_GetMetaMagicFeat();
// Duration - 10 minutes/level
float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel * 10, nMetaMagic);
// Declare effects
effect eAOE = EffectAreaOfEffect(PHS_AOE_PER_PRISMATIC_WALL);
// Set local integer so that the first ones will not be affected, which
// is removed after 0.1 seconds.
string sLocal = PHS_MOVING_BARRIER_START + IntToString(PHS_SPELL_PRISMATIC_WALL);
SetLocalInt(oCaster, sLocal, TRUE);
DelayCommand(0.1, DeleteLocalInt(oCaster, sLocal));
// Apply effects
PHS_ApplyLocationDuration(lTarget, eAOE, fDuration);
}