Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
		
			
				
	
	
		
			259 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			259 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*:://////////////////////////////////////////////
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| //:: Spell Name Prismatic Spray
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| //:: Spell FileName PHS_S_PrisSpray
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| //:://////////////////////////////////////////////
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| //:: In Game Spell desctiption
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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: 20M (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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| 
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|     This spell causes seven shimmering, intertwined, multicolored beams of
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|     light to spray from your hand. Each beam has a different power. Creatures
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|     in the area of the spell with 8 HD or less are automatically blinded for
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|     2d4 rounds. Every creature in the area is randomly struck by one or more
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|     beams, which have additional effects.
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| 
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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 points of 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   Struck by two colors; roll twice more, ignoring any “8” results.
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| //:://////////////////////////////////////////////
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| //:: Spell Effects Applied / Notes
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| //:://////////////////////////////////////////////
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|     This is definatly to the spells effects.
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| 
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|     20M cone thingy :-)
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| 
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|     Uses special function to apply the effects.
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| //:://////////////////////////////////////////////
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| //:: Created By: Jasperre
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| //::////////////////////////////////////////////*/
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| 
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| #include "PHS_INC_SPELLS"
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| 
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| // Applies the effect determined by nDiceRoll, onto oTarget with nSpellSaveDC,
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| // using oCaster as the caster of the spell. Used in all Prismatic spells.
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| // * nDiceRoll 1-7 (8 is ignored as par description).
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| // * Use fDelay to state a delay for the effects to be applied.
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| // Make sure SR checks are done before this is called.
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| void ApplyPrismaticEffect(int nDiceRoll, object oTarget, float fDelay, int nMetaMagic, int nSpellSaveDC, object oCaster = OBJECT_SELF);
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| 
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| void main()
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| {
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|     // Spell hook check.
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|     if(!PHS_SpellHookCheck(PHS_SPELL_PRISMATIC_SPRAY)) return;
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| 
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|     // Delcare major variables
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|     object oCaster = OBJECT_SELF;
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|     object oTarget;
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|     location lTarget = GetSpellTargetLocation();
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|     int nSpellSaveDC = PHS_GetSpellSaveDC();
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|     int nMetaMagic = PHS_GetMetaMagicFeat();
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|     float fDelay, fBlindness;
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|     int nRandom;
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| 
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|     // Delcare blindness (8HD or under)
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|     effect eBlind = EffectBlindness();
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| 
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|     // Loop targets in cone
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|     // Not sure if correct range. Currently this is Bioware's Prismatic Sprays range.
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|     oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 11.0, lTarget, TRUE);
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|     while(GetIsObjectValid(oTarget))
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|     {
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|         // Check reaction type
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|         if(!GetIsReactionTypeFriendly(oTarget))
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|         {
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|             // Signal event
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|             PHS_SignalSpellCastAt(oTarget, PHS_SPELL_COLOR_SPRAY);
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| 
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|             // Get delay
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|             fDelay = GetDistanceToObject(oTarget)/20;
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| 
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|             // Check spell resistance
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|             if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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|             {
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|                 // Blind the target if they are less than 9 HD
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|                 if(GetHitDice(oTarget) <= 8)
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|                 {
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|                     fBlindness = PHS_GetRandomDuration(PHS_ROUNDS, 4, 2, nMetaMagic);
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|                     DelayCommand(fDelay, PHS_ApplyDuration(oTarget, eBlind, fBlindness));
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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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|                     // Apply 2 different colors
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|                     ApplyPrismaticEffect(d8(), oTarget, fDelay, nMetaMagic, nSpellSaveDC, oCaster);
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|                     ApplyPrismaticEffect(d8(), oTarget, fDelay, nMetaMagic, nSpellSaveDC, oCaster);
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|                 }
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|                 else
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|                 {
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|                     // Apply 1 color
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|                     ApplyPrismaticEffect(nRandom, oTarget, fDelay, nMetaMagic, nSpellSaveDC, oCaster);
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|                 }
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|             }
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|         }
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|         oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTarget, TRUE);
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|     }
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| }
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| 
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| // Applies the effect determined by nDiceRoll, onto oTarget with nSpellSaveDC,
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| // using oCaster as the caster of the spell. Used in all Prismatic spells.
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| // * nDiceRoll 1-7 (8 is ignored as par description).
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| // * Use fDelay to state a delay for the effects to be applied.
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| // Make sure SR checks are done before this is called.
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| void ApplyPrismaticEffect(int nDiceRoll, object oTarget, float fDelay, int nMetaMagic, int nSpellSaveDC, object oCaster = OBJECT_SELF)
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| {
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|     int nRoll;
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|     effect eVis;
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|     switch(nDiceRoll)
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|     {
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| //    1   Red     20 points fire damage (Reflex half)
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|         case 1:
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|         {
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|             // Get damage via. save.
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|             nRoll = PHS_GetAdjustedDamage(SAVING_THROW_REFLEX, 20, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_FIRE, oCaster);
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| 
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|             // Do damage
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|             if(nRoll > 0)
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|             {
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|                 eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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|                 DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nRoll, DAMAGE_TYPE_FIRE));
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|             }
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|         }
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|         break;
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| //    2   Orange  40 points acid damage (Reflex half)
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|         case 2:
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|         {
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|             // Get damage via. save.
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|             nRoll = PHS_GetAdjustedDamage(SAVING_THROW_REFLEX, 40, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_ACID, oCaster);
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| 
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|             // Do damage
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|             if(nRoll > 0)
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|             {
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|                 eVis = EffectVisualEffect(VFX_IMP_ACID_S);
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|                 DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nRoll, DAMAGE_TYPE_ACID));
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|             }
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|         }
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|         break;
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| //    3   Yellow  80 points electricity damage (Reflex half)
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|         case 3:
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|         {
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|             // Get damage via. save.
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|             nRoll = PHS_GetAdjustedDamage(SAVING_THROW_REFLEX, 80, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_ELECTRICITY, oCaster);
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| 
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|             // Do damage
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|             if(nRoll > 0)
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|             {
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|                 eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
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|                 DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nRoll, DAMAGE_TYPE_ELECTRICAL));
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|             }
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|         }
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|         break;
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| //    4   Green   Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead)
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|         case 4:
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|         {
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|             // Posion immunity
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|             if(PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_POISON, fDelay, oCaster))
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|             {
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|                 eVis = EffectVisualEffect(VFX_IMP_POISON_S);
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|                 // Fortitude save
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|                 if(PHS_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_POISON, oCaster))
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|                 {
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|                     // Apply some con damage
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|                     nRoll = PHS_MaximizeOrEmpower(6, 1, nMetaMagic);
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|                     effect ePoison = EffectAbilityDecrease(ABILITY_CONSTITUTION, nRoll);
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|                     PHS_ApplyPermanentAndVFX(oTarget, eVis, ePoison);
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|                 }
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|                 else
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|                 {
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|                     // Death via. damage
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|                     DelayCommand(fDelay, PHS_ApplyDeathByDamageAndVFX(oTarget, eVis));
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|                 }
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|             }
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|         }
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|         break;
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| //    5   Blue    Turned to stone (Fortitude negates)
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|         case 5:
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|         {
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|             // Turned to stone via. the function in PHS_INC_SPELL
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|             // * Take caster level as 20, this is meant to be pretty harsh anyway.
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|             PHS_SpellFortitudePetrify(oTarget, 20, nSpellSaveDC);
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|         }
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|         break;
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| //    6   Indigo  Insane, as insanity spell (Will negates)
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|         case 6:
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|         {
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|             // Will negates
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|             if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_MIND_SPELLS, oCaster, fDelay))
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|             {
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|                 // Insanity, eh? Supernatural, permament, Confusion
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|                 // Declare effects - Confusion
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|                 eVis = EffectVisualEffect(PHS_VFX_IMP_INSANITY);
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|                 effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
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|                 effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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|                 effect eConfusion = EffectConfused();
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|                 effect eLink = EffectLinkEffects(eConfusion, eDur);
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|                 eLink = EffectLinkEffects(eLink, eCessate);
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| 
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|                 // Make it a supernatural effect
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|                 // - Cannot be dispelled
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|                 // - Cannot be removed VIA sleep
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|                 eLink = SupernaturalEffect(eLink);
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| 
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|                 // Apply the effect
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|                 PHS_ApplyPermanentAndVFX(oTarget, eVis, eLink);
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|             }
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|         }
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|         break;
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| //    7   Violet  Sent to another plane (Will negates)
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|         case 7:
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|         {
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|             // Send to another plane, eh?
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| 
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|             // The location will be set as the tagged waypoint "PHS_PRISMATIC_PLANE"
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|             object oWP = GetWaypointByTag("PHS_PRISMATIC_PLANE");
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| 
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|             if(GetIsObjectValid(oWP))
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|             {
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|                 location lTarget = GetLocation(oWP);
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| 
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|                 // We must force them to move. We remove all movement stoppers and
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|                 // thusly move them.
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|                 eVis = EffectVisualEffect(VFX_IMP_UNSUMMON);
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|                 // Move them
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|                 if(fDelay > 0.1)
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|                 {
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|                     // Use special function for the "teleporting"
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|                     // Some delay
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|                     DelayCommand(fDelay - 0.1, AssignCommand(oTarget, PHS_ForceMovementToLocation(lTarget, VFX_IMP_UNSUMMON, VFX_FNF_SUMMON_MONSTER_3)));
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|                 }
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|                 else
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|                 {
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|                     // No delay
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|                     AssignCommand(oTarget, PHS_ForceMovementToLocation(lTarget, VFX_IMP_UNSUMMON, VFX_FNF_SUMMON_MONSTER_3));
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|                 }
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|             }
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|         }
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|         break;
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| //    8   Struck by two colors; roll twice more, ignoring any “8” results.
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|         case 8:
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|         {
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|             return;
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|         }
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|         break;
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|     }
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| }
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