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PRC8/nwn/nwnprc/trunk/spells/sp_prismt_sphr.nss
Jaysyn904 1ea0b03976 2026/05/07 Update
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.
2026-05-07 13:42:22 -04:00

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//::///////////////////////////////////////////////
//:: Name
//:: FileName sp_prismt_sphr.nss
//:://////////////////////////////////////////////
/**@file Prismatic Sphere
Abjuration
Level: Protection 9, Sor/Wiz 9, Sun 9
Components: V
Range: 10 ft.
Effect: 10-ft.-radius sphere centered on you
This spell functions like prismatic wall, except you
conjure up an immobile, opaque globe of shimmering,
multicolored light that surrounds you and protects
you from all forms of attack. The sphere flashes in
all colors of the visible spectrum.
The sphere's blindness effect on creatures with less
than 8 HD lasts 2d4x10 minutes.
You can pass into and out of the prismatic sphere and
remain near it without harm. However, when you are
inside it, the sphere blocks any attempt to project
something through the sphere (including spells). Other
creatures that attempt to attack you or pass through
suffer the effects of each color, one at a time.
Typically, only the upper hemisphere of the globe will
exist, since you are at the center of the sphere, so
the lower half is usually excluded by the floor surface
you are standing on.
The colors of the sphere have the same effects as the
colors of a prismatic wall:
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"
void main()
{
if(!X2PreSpellCastCode()) return;
PRCSetSchool(SPELL_SCHOOL_ABJURATION);
object oPC = OBJECT_SELF;
location lTarget = GetLocation(oPC);
object oTarget;
int nMetaMagic = PRCGetMetaMagicFeat();
int nCasterLvl = PRCGetCasterLevel(oPC);
float fDuration;
float fDelay;
float fDurFX = 3.0;
float fDurAoE = TurnsToSeconds(nCasterLvl * 10);
if (nMetaMagic & METAMAGIC_EXTEND) fDurAoE += fDurAoE;
/*
// Added a hearbeat script since .2DA only points to A and B for on enter and on exit
// LABEL SHAPE RADIUS WIDTH LENGTH ONENTER ONEXIT HEARTBEAT
// 173 VFX_PER_PRISMATIC_SPHERE C 3.048 **** **** sp_prismt_sphrA sp_prismt_sphrB ****
*/
effect eAoE = EffectAreaOfEffect(VFX_PER_PRISMATIC_SPHERE, "sp_prismt_sphrA", "sp_prismt_sphrH", "sp_prismt_sphrB");
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAoE, lTarget, fDurAoE);
object oAoE = GetAreaOfEffectObject(lTarget, "VFX_PER_PRISMATIC_SPHERE");
SetAllAoEInts(SPELL_PRISMATIC_SPHERE, oAoE, PRCGetSpellSaveDC(SPELL_PRISMATIC_SPHERE, SPELL_SCHOOL_ABJURATION), 0, nCasterLvl);
SetLocalObject(oAoE, "ExtraordinarySpellAim_Caster", oPC);
//SendMessageToPC(oPC, "Casting a modified Prismatic Sphere with dur: " + FloatToString(fDurAoE));
// Handles visual fx of the spell (and continued on the heartbeat script) since the fx seem to last max 3 secs.
effect eVFX = EffectVisualEffect(VFX_DUR_PRISMATIC_SPHERE, FALSE, 1.0, [0.0,0.0,0.064], [0.0,0.0,0.36]);
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eVFX, lTarget, fDurFX);
// Repeats the vFX after 3 seconds
DelayCommand(3.0, ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eVFX, lTarget, fDurFX));
// Declare blindness
effect eBlind = EffectBlindness();
// Start cycling through the AOE Object for viable targets
oTarget = MyFirstObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
while(GetIsObjectValid(oTarget))
{
// PvP check
if(!GetIsReactionTypeFriendly(oTarget, oPC) &&
// Make sure they are not immune to spells
!PRCGetHasEffect(EFFECT_TYPE_SPELL_IMMUNITY, oTarget))
{
// Check HD
if(GetHitDice(oTarget) <= 8)
{
// Fire cast spell at event for the affected target
PRCSignalSpellEvent(oTarget, TRUE, SPELL_PRISMATIC_SPHERE, oPC);
// Check if they can see
if(!PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, oTarget))
{
// Check spell resistance
if(!PRCDoResistSpell(oPC, oTarget, nCasterLvl))
{
// Get duration
fDuration = IntToFloat(d4(2) * 10);
if(nMetaMagic & METAMAGIC_EXTEND) fDuration += fDuration;
// Get a small delay
fDelay = GetDistanceToObject(oTarget)/20;
// Apply blindness
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBlind, oTarget, fDuration, TRUE, SPELL_PRISMATIC_SPHERE, nCasterLvl));
}
}
}
}
//Get next target.
oTarget = MyNextObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
}
PRCSetSchool();
}