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.
226 lines
10 KiB
Plaintext
226 lines
10 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Prismatic Sphere on enter
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//:: FileName sp_prismt_sphrA.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’re
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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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#include "prcsp_archmaginc"
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void main()
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{
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object oPC = GetAreaOfEffectCreator();
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object oTarget = GetEnteringObject();
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int nDC = PRCGetSaveDC(oTarget, oPC);
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int nCasterLvl = PRCGetCasterLevel(oPC);
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int nDam;
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int nPenetr = nCasterLvl + SPGetPenetr();
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//Passing into the wall
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SetLocalInt(oTarget, "PRC_INSIDE_PRISMATIC_SPHERE", 1);
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if(!GetIsReactionTypeFriendly(oTarget, oPC) && (oTarget != oPC))
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{
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if(ExtraordinarySpellAim(oPC, oTarget))
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{
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// Target is excluded from AOE effects
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return;
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}
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//Red
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if(!PRCDoResistSpell(oPC, oTarget,nPenetr))
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{
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nDam = 20;
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if(PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_FIRE))
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{
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nDam = 10;
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}
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ApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_FIRE), oTarget);
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}
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//Orange
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if(!PRCDoResistSpell(oPC, oTarget, nPenetr))
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{
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nDam = 40;
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if(PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_ACID))
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{
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nDam = 20;
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}
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ApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_ACID), oTarget);
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}
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//Yellow
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if(!PRCDoResistSpell(oPC, oTarget, nPenetr))
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{
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nDam = 80;
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if(PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_ELECTRICITY))
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{
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nDam = 40;
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}
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ApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_ELECTRICAL), oTarget);
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}
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//Green
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if (PRCGetIsAliveCreature(oTarget) && (GetIsImmune(oTarget, IMMUNITY_TYPE_POISON) == FALSE))
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{
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if(!PRCDoResistSpell(oPC, oTarget, nPenetr))
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{
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_POISON))
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{
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DeathlessFrenzyCheck(oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
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}
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else ApplyAbilityDamage(oTarget, ABILITY_CONSTITUTION, d6(1), DURATION_TYPE_TEMPORARY, TRUE, -1.0);
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}
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}
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//Blue
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if(!PRCDoResistSpell(oPC, oTarget, nPenetr)) PRCDoPetrification(nCasterLvl, oPC, oTarget, SPELL_PRISMATIC_RAY, nDC);
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//Indigo
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if(!PRCDoResistSpell(oPC, oTarget, nPenetr))
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{
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
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{
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effect eVis = EffectVisualEffect(VFX_IMP_CONFUSION_S);
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effect eConfuse = PRCEffectConfused();
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = EffectLinkEffects(eMind, eConfuse);
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eLink = EffectLinkEffects(eLink, eDur);
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eLink = SupernaturalEffect(eLink);
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget, 0.0, TRUE, SPELL_PRISMATIC_SPHERE, nCasterLvl);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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//Violet
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if(!PRCDoResistSpell(oPC, oTarget, nPenetr))
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{
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
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{
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// makes the target invisible
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget, 6.0);
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// allows pathfinding through the target
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneGhost(), oTarget, 6.0);
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// paralyzes the target, ignores immunity
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneParalyze(), oTarget, 6.0);
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// save the target location for later visual effect
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location lLoc = GetLocation(oTarget);
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// separate player targets from NPCs
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if(GetIsPC(oTarget))
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{
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int nMessageRoll = d6(1);
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int nTalk;
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switch(nMessageRoll)
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{
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case 1:
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{
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nTalk = 1729332;
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break;
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}
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case 2:
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{
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nTalk = 1729333;
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break;
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}
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case 3:
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{
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nTalk = 1729334;
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break;
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}
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case 4:
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{
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nTalk = 1729335;
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break;
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}
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case 5:
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{
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nTalk = 1729336;
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break;
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}
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case 6:
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{
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nTalk = 1729337;
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break;
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}
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}
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//Death Popup
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// allow respawn, but not wait for help since sent away
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// also if not letting respawn and cannot reload, the player cannot continue via GUI
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DelayCommand(2.75, PopUpDeathGUIPanel(oTarget, TRUE , FALSE, nTalk));
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DelayCommand(2.75, ExecuteScript("prc_ondeath", oTarget));
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}
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else
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{
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// Target is not a player
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// To simplify against NPCs and also reward xp, applies same death as Green color
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DeathlessFrenzyCheck(oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
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}
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// a visual effect for banishment
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), lLoc);
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}
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}
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}
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}
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