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.
133 lines
5.8 KiB
Plaintext
133 lines
5.8 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name
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//:: FileName sp_prismt_sphr.nss
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//:://////////////////////////////////////////////
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/**@file Prismatic Sphere
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Abjuration
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Level: Protection 9, Sor/Wiz 9, Sun 9
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Components: V
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Range: 10 ft.
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Effect: 10-ft.-radius sphere centered on you
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This spell functions like prismatic wall, except you
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conjure up an immobile, opaque globe of shimmering,
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multicolored light that surrounds you and protects
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you from all forms of attack. The sphere flashes in
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all colors of the visible spectrum.
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The sphere's blindness effect on creatures with less
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than 8 HD lasts 2d4x10 minutes.
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You can pass into and out of the prismatic sphere and
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remain near it without harm. However, when you are
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inside it, the sphere blocks any attempt to project
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something through the sphere (including spells). Other
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creatures that attempt to attack you or pass through
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suffer the effects of each color, one at a time.
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Typically, only the upper hemisphere of the globe will
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exist, since you are at the center of the sphere, so
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the lower half is usually excluded by the floor surface
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you are standing on.
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The colors of the sphere have the same effects as the
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colors of a prismatic wall:
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Red 1st Deals 20 points of fire damage (Reflex half).
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Orange 2nd Deals 40 points of acid damage (Reflex half).
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Yellow 3rd Deals 80 points of electricity damage (Reflex half).
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Green 4th Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).
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Blue 5th Turned to stone (Fortitude negates).
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Indigo 6th Will save or become insane (as insanity spell).
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Violet 7th Creatures sent to another plane (Will negates).
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Author: Tenjac
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Created: 7/6/07
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_ABJURATION);
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object oPC = OBJECT_SELF;
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location lTarget = GetLocation(oPC);
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object oTarget;
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nCasterLvl = PRCGetCasterLevel(oPC);
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float fDuration;
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float fDelay;
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float fDurFX = 3.0;
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float fDurAoE = TurnsToSeconds(nCasterLvl * 10);
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if (nMetaMagic & METAMAGIC_EXTEND) fDurAoE += fDurAoE;
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/*
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// Added a hearbeat script since .2DA only points to A and B for on enter and on exit
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// LABEL SHAPE RADIUS WIDTH LENGTH ONENTER ONEXIT HEARTBEAT
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// 173 VFX_PER_PRISMATIC_SPHERE C 3.048 **** **** sp_prismt_sphrA sp_prismt_sphrB ****
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*/
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effect eAoE = EffectAreaOfEffect(VFX_PER_PRISMATIC_SPHERE, "sp_prismt_sphrA", "sp_prismt_sphrH", "sp_prismt_sphrB");
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAoE, lTarget, fDurAoE);
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object oAoE = GetAreaOfEffectObject(lTarget, "VFX_PER_PRISMATIC_SPHERE");
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SetAllAoEInts(SPELL_PRISMATIC_SPHERE, oAoE, PRCGetSpellSaveDC(SPELL_PRISMATIC_SPHERE, SPELL_SCHOOL_ABJURATION), 0, nCasterLvl);
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SetLocalObject(oAoE, "ExtraordinarySpellAim_Caster", oPC);
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//SendMessageToPC(oPC, "Casting a modified Prismatic Sphere with dur: " + FloatToString(fDurAoE));
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// Handles visual fx of the spell (and continued on the heartbeat script) since the fx seem to last max 3 secs.
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effect eVFX = EffectVisualEffect(VFX_DUR_PRISMATIC_SPHERE, FALSE, 1.0, [0.0,0.0,0.064], [0.0,0.0,0.36]);
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eVFX, lTarget, fDurFX);
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// Repeats the vFX after 3 seconds
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DelayCommand(3.0, ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eVFX, lTarget, fDurFX));
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// Declare blindness
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effect eBlind = EffectBlindness();
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// Start cycling through the AOE Object for viable targets
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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// PvP check
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if(!GetIsReactionTypeFriendly(oTarget, oPC) &&
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// Make sure they are not immune to spells
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!PRCGetHasEffect(EFFECT_TYPE_SPELL_IMMUNITY, oTarget))
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{
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// Check HD
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if(GetHitDice(oTarget) <= 8)
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{
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// Fire cast spell at event for the affected target
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PRCSignalSpellEvent(oTarget, TRUE, SPELL_PRISMATIC_SPHERE, oPC);
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// Check if they can see
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if(!PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, oTarget))
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{
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// Check spell resistance
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if(!PRCDoResistSpell(oPC, oTarget, nCasterLvl))
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{
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// Get duration
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fDuration = IntToFloat(d4(2) * 10);
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if(nMetaMagic & METAMAGIC_EXTEND) fDuration += fDuration;
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// Get a small delay
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fDelay = GetDistanceToObject(oTarget)/20;
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// Apply blindness
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBlind, oTarget, fDuration, TRUE, SPELL_PRISMATIC_SPHERE, nCasterLvl));
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}
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}
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}
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}
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//Get next target.
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}
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PRCSetSchool();
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}
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