Hospitaler had incorrect epic bonus feat progression Hospitaler had incorrect bonus feat list. Hospitaler was missing Ride from its skill list. Runecaster had incorrect epic bonus feat progression Runecaster had incorrect bonus feat list. Warmage Edge should work with magic staves. Added PRC_RETH_DEKALA_AURA_HOSTILE_ONLY switch and modified Vilefire aura to use it. Spells that use DoCone() should now respect Mastery of Shaping. Removed Hospitaler from list of classes that use the Fighter Bonus Feat list. ExtraordinarySpellAim() now handles persistent AoEs Acid Fog, Blade Barrier, Creeping Doom, Grease, Incindiary Cloud, Wall of Fire, Wall of Frost, Prismatic Wall, Prismatic Sphere, Sleet Storm and Spike Growth now respect Extraordinary Spell Aim.
242 lines
11 KiB
Plaintext
242 lines
11 KiB
Plaintext
//::///////////////////////////////////////////////
|
||
//:: Name Prismatic Wall On Enter
|
||
//:: FileName sp_prism_wallA.nss
|
||
//:://////////////////////////////////////////////
|
||
/**@file Prismatic Wall
|
||
Abjuration
|
||
Level: Sor/Wiz 8
|
||
Components: V, S
|
||
Casting Time: 1 standard action
|
||
Range: Close (25 ft. + 5 ft./2 levels)
|
||
Effect: Wall 4 ft./level wide, 2 ft./level high
|
||
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 that
|
||
protects you from all forms of attack. 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 20 feet of the wall
|
||
is blinded for 2d4 rounds by the colors if it
|
||
looks at the wall.
|
||
|
||
The wall’s maximum proportions are 4 feet wide per
|
||
caster level and 2 feet high per caster level. A
|
||
prismatic wall spell cast to materialize in a
|
||
space occupied by a creature is disrupted, and
|
||
the spell is wasted.
|
||
|
||
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 attack you or pass
|
||
through the wall, and the magic needed to negate
|
||
each color.
|
||
|
||
The wall can be destroyed, color by color, in
|
||
consecutive order, by various magical effects;
|
||
however, the first color must be brought down
|
||
before the second can be affected, and so on.
|
||
A rod of cancellation or a mage’s disjunction
|
||
spell destroys a prismatic wall, but an
|
||
antimagic field fails to penetrate it. Dispel
|
||
magic and greater dispel magic cannot dispel
|
||
the wall or anything beyond it. Spell resistance
|
||
is effective against a prismatic wall, but the
|
||
caster level check must be repeated for each
|
||
color present.
|
||
|
||
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).
|
||
|
||
Author: Tenjac
|
||
Created: 7/6/07
|
||
*/
|
||
//:://////////////////////////////////////////////
|
||
//:://////////////////////////////////////////////
|
||
|
||
#include "prc_inc_spells"
|
||
#include "prc_add_spell_dc"
|
||
#include "prcsp_archmaginc"
|
||
|
||
void main()
|
||
{
|
||
object oPC = GetAreaOfEffectCreator();
|
||
object oTarget = GetEnteringObject();
|
||
int nDC = PRCGetSaveDC(oTarget, oPC);
|
||
int nCasterLvl = PRCGetCasterLevel(oPC);
|
||
int nDam;
|
||
int nPenetr = nCasterLvl + SPGetPenetr();
|
||
|
||
if(!GetIsReactionTypeFriendly(oTarget, oPC) && (oTarget != oPC))
|
||
{
|
||
if(ExtraordinarySpellAim(oPC, oTarget))
|
||
{
|
||
// Target is excluded from AOE effects
|
||
return;
|
||
}
|
||
|
||
//Red
|
||
if(!PRCDoResistSpell(oPC, oTarget,nPenetr))
|
||
{
|
||
nDam = 20;
|
||
|
||
if(PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_FIRE))
|
||
{
|
||
nDam = 10;
|
||
}
|
||
|
||
ApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_FIRE), oTarget);
|
||
}
|
||
|
||
//Orange
|
||
if(!PRCDoResistSpell(oPC, oTarget, nPenetr))
|
||
{
|
||
nDam = 40;
|
||
|
||
if(PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_ACID))
|
||
{
|
||
nDam = 20;
|
||
}
|
||
|
||
ApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_ACID), oTarget);
|
||
}
|
||
|
||
//Yellow
|
||
if(!PRCDoResistSpell(oPC, oTarget, nPenetr))
|
||
{
|
||
nDam = 80;
|
||
|
||
if(PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_ELECTRICITY))
|
||
{
|
||
nDam = 40;
|
||
}
|
||
|
||
ApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_ELECTRICAL), oTarget);
|
||
}
|
||
|
||
//Green
|
||
if (PRCGetIsAliveCreature(oTarget) && (GetIsImmune(oTarget, IMMUNITY_TYPE_POISON) == FALSE))
|
||
{
|
||
if(!PRCDoResistSpell(oPC, oTarget, nPenetr))
|
||
{
|
||
if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_POISON))
|
||
{
|
||
DeathlessFrenzyCheck(oTarget);
|
||
ApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
|
||
}
|
||
|
||
else ApplyAbilityDamage(oTarget, ABILITY_CONSTITUTION, d6(1), DURATION_TYPE_TEMPORARY, TRUE, -1.0);
|
||
}
|
||
}
|
||
|
||
//Blue
|
||
if(!PRCDoResistSpell(oPC, oTarget, nPenetr)) PRCDoPetrification(nCasterLvl, oPC, oTarget, SPELL_PRISMATIC_RAY, nDC);
|
||
|
||
//Indigo
|
||
if(!PRCDoResistSpell(oPC, oTarget, nPenetr))
|
||
{
|
||
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
|
||
{
|
||
effect eVis = EffectVisualEffect(VFX_IMP_CONFUSION_S);
|
||
effect eConfuse = PRCEffectConfused();
|
||
effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
|
||
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
|
||
effect eLink = EffectLinkEffects(eMind, eConfuse);
|
||
eLink = EffectLinkEffects(eLink, eDur);
|
||
eLink = SupernaturalEffect(eLink);
|
||
|
||
SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget, 0.0, TRUE, SPELL_PRISMATIC_SPHERE, nCasterLvl);
|
||
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
|
||
}
|
||
}
|
||
|
||
//Violet
|
||
if(!PRCDoResistSpell(oPC, oTarget, nPenetr))
|
||
{
|
||
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
|
||
{
|
||
// makes the target invisible
|
||
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget, 6.0);
|
||
// allows pathfinding through the target
|
||
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneGhost(), oTarget, 6.0);
|
||
// paralyzes the target, ignores immunity
|
||
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneParalyze(), oTarget, 6.0);
|
||
// save the target location for later visual effect
|
||
location lLoc = GetLocation(oTarget);
|
||
|
||
// separate player targets from NPCs
|
||
if(GetIsPC(oTarget))
|
||
{
|
||
int nMessageRoll = d6(1);
|
||
int nTalk;
|
||
|
||
switch(nMessageRoll)
|
||
{
|
||
case 1:
|
||
{
|
||
nTalk = 1729332;
|
||
break;
|
||
}
|
||
|
||
case 2:
|
||
{
|
||
nTalk = 1729333;
|
||
break;
|
||
}
|
||
|
||
case 3:
|
||
{
|
||
nTalk = 1729334;
|
||
break;
|
||
}
|
||
|
||
case 4:
|
||
{
|
||
nTalk = 1729335;
|
||
break;
|
||
}
|
||
|
||
case 5:
|
||
{
|
||
nTalk = 1729336;
|
||
break;
|
||
}
|
||
|
||
case 6:
|
||
{
|
||
nTalk = 1729337;
|
||
break;
|
||
}
|
||
}
|
||
//Death Popup
|
||
// allow respawn, but not wait for help since sent away
|
||
// also if not letting respawn and cannot reload, the player cannot continue via GUI
|
||
DelayCommand(2.75, PopUpDeathGUIPanel(oTarget, TRUE , FALSE, nTalk));
|
||
DelayCommand(2.75, ExecuteScript("prc_ondeath", oTarget));
|
||
}
|
||
else
|
||
{
|
||
// Target is not a player
|
||
// To simplify against NPCs and also reward xp, applies same death as Green color
|
||
DeathlessFrenzyCheck(oTarget);
|
||
ApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
|
||
}
|
||
// a visual effect for banishment
|
||
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), lLoc);
|
||
}
|
||
}
|
||
}
|
||
}
|