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PRC8/nwn/nwnprc/trunk/spells/sp_prismt_sphrA.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 Prismatic Sphere on enter
//:: FileName sp_prismt_sphrA.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 spheres 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 youre
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"
#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();
//Passing into the wall
SetLocalInt(oTarget, "PRC_INSIDE_PRISMATIC_SPHERE", 1);
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
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget, 6.0);
// allows pathfinding through the target
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneGhost(), oTarget, 6.0);
// paralyzes the target, ignores immunity
SPApplyEffectToObject(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);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
}
// a visual effect for banishment
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), lLoc);
}
}
}
}