Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
285 lines
11 KiB
Plaintext
285 lines
11 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Prismatic Spray
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//:: [NW_S0_PrisSpray.nss]
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//:: Copyright (c) 2000 Bioware Corp.
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//:://////////////////////////////////////////////
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//:: Sends out a prismatic cone that has a random
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//:: effect for each target struck.
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Dec 19, 2000
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//:://////////////////////////////////////////////
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//:: Last Updated By: Preston Watamaniuk, On: April 11, 2001
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//:: Last Updated By: Aidan Scanlan On: April 11, 2001
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//:: Last Updated By: Preston Watamaniuk, On: June 11, 2001
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//::///////////////////////////////////////////////
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/*
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Evocation
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Level: Sor/Wiz 7
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Components: V, S
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Casting Time: 1 standard action
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Range: 60 ft.
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Area: Cone-shaped burst
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Duration: Instantaneous
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Saving Throw: See text
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Spell Resistance: Yes
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This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects:
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1d8 Color of Beam Effect
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1 Red 20 points fire damage(Reflex half)
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2 Orange 40 points acid damage(Reflex half)
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3 Yellow 80 points electricity damage (Reflex half)
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4 Green Poison (Kills; Fortitude partial, take 1d6 Con damage instead)
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5 Blue Turned to stone(Fortitude negates)
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6 Indigo Insane, as insanity spell (Will negates)
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7 Violet Sent to another plane(Will negates)
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8 Two effects; roll twice more, ignoring any '8' results
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Updated by AshLancer 1/22/2020 to be PnP accurate
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*/
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//:://////////////////////////////////////////////
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int ApplyPrismaticEffect(int nEffect, object oTarget,int nDC,int CasterLvl);
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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//:: left its elemental damage alone, since it's already determined randomly.
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION);
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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//Declare major variables
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object oTarget;
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int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nRandom;
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int nHD;
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int nVisual;
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effect eVisual;
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int bTwoEffects;
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int nPenetr = CasterLvl + SPGetPenetr();
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//Set the delay to apply to effects based on the distance to the target
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float fDelay = 0.5 + GetDistanceBetween(OBJECT_SELF, oTarget)/20;
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//Get first target in the spell area
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oTarget = MyFirstObjectInShape(SHAPE_SPELLCONE, 18.28f, PRCGetSpellTargetLocation());
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while (GetIsObjectValid(oTarget))
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF) && (oTarget != OBJECT_SELF))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_PRISMATIC_SPRAY));
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//Make an SR check
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if (!PRCDoResistSpell(OBJECT_SELF, oTarget,nPenetr, fDelay))
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{
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int nDC = PRCGetSaveDC(oTarget,OBJECT_SELF);
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//Blind the target if they are less than 9 HD
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nHD = GetHitDice(oTarget);
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if (nHD <= 8)
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{
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBlindness(), oTarget, RoundsToSeconds(d4(2)),TRUE,-1,CasterLvl);
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}
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//Determine if 1 or 2 effects are going to be applied
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nRandom = d8();
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if(nRandom == 8)
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{
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//Get the visual effect
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nVisual = ApplyPrismaticEffect(Random(7) + 1, oTarget,nDC,CasterLvl);
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nVisual = ApplyPrismaticEffect(Random(7) + 1, oTarget,nDC,CasterLvl);
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}
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else
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{
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//Get the visual effect
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nVisual = ApplyPrismaticEffect(nRandom, oTarget,nDC,CasterLvl);
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}
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//Set the visual effect
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if(nVisual != 0)
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{
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eVisual = EffectVisualEffect(nVisual);
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//Apply the visual effect
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual, oTarget));
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}
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}
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}
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//Get next target in the spell area
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oTarget = MyNextObjectInShape(SHAPE_SPELLCONE, 18.28f, PRCGetSpellTargetLocation());
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the integer used to hold the spells spell school
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}
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///////////////////////////////////////////////////////////////////////////////
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// ApplyPrismaticEffect
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///////////////////////////////////////////////////////////////////////////////
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/* Given a reference integer and a target, this function will apply the effect
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of corresponding prismatic cone to the target. To have any effect the
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reference integer (nEffect) must be from 1 to 7.*/
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///////////////////////////////////////////////////////////////////////////////
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// Created By: Aidan Scanlan On: April 11, 2001
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///////////////////////////////////////////////////////////////////////////////
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int ApplyPrismaticEffect(int nEffect, object oTarget,int nDC,int CasterLvl)
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{
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int nDamage;
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effect ePrism;
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effect eVis;
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink;
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int nVis;
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float fDelay = 0.5 + GetDistanceBetween(OBJECT_SELF, oTarget)/20;
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PRCBonusDamage(oTarget);
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//Based on the random number passed in, apply the appropriate effect and set the visual to
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//the correct constant
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switch(nEffect)
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{
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case 1://fire
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nDamage = 20;
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//nDamage += ApplySpellBetrayalStrikeDamage(oTarget, OBJECT_SELF, FALSE);
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nVis = VFX_IMP_FLAME_S;
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_FIRE);
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ePrism = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_FIRE);
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, ePrism, oTarget));
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break;
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case 2: //Acid
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nDamage = 40;
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//nDamage += ApplySpellBetrayalStrikeDamage(oTarget, OBJECT_SELF, FALSE);
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nVis = VFX_IMP_ACID_L;
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, (nDC),SAVING_THROW_TYPE_ACID);
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ePrism = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_ACID);
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, ePrism, oTarget));
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break;
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case 3: //Electricity
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nDamage = 80;
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//nDamage += ApplySpellBetrayalStrikeDamage(oTarget, OBJECT_SELF, FALSE);
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nVis = VFX_IMP_LIGHTNING_S;
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, (nDC),SAVING_THROW_TYPE_ELECTRICITY);
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ePrism = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_ELECTRICAL);
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, ePrism, oTarget));
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break;
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case 4: //Poison
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{
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if (PRCGetIsAliveCreature(oTarget) && !GetIsImmune(oTarget, IMMUNITY_TYPE_POISON))
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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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break;
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case 5: //Petrification
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{
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PRCDoPetrification(CasterLvl, OBJECT_SELF, oTarget, SPELL_PRISMATIC_SPRAY, nDC);
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}
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break;
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case 6: //Insanity
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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, -1, CasterLvl);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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break;
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case 7: //Banish
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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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ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectCutsceneGhost(), oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget);
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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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DelayCommand(2.75, PopUpDeathGUIPanel(oTarget, FALSE , TRUE, nTalk));
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DelayCommand(2.75, ExecuteScript("prc_ondeath", oTarget));
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}
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}
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break;
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}
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return nVis;
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}
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