Improved Trip / Disarm should be Champion of Corellon bonus feats. Crinti Shadow Marauders don't get weapon proficiencies. Epic Dragon Shaman is 21st level. JPM was missing epic arcane bonus feats. Karsites & Silverbrows can enter Crinti Shadow Maarauder. Drunken Rage can allow entry into Frostrager. Knight of the Sacred Seal was missing FEATOR prereq for Weapon Focus: Shortsword. Two-Weapon Defense is a general feat. Tweaked Echoblade enchantment cost. Added base class equpiment packages more inline with PnP & the actual package descriptions (@Cypher). Added a modified packages.2da to support the above. Updated Dynamic Conversation tokens as to greatly lessen the chance of conflicting with module dialogues. Added weapon proficiencies to FeatToIprop(). Added pnp essentia scaling support for meldshaper levels over 40. Added GetProficiencyFeatOfWeaponType(). Added GetHasSwashbucklerWeapon(). Added GetHasCorellonWeapon(). Fixed spelling for IP_CONST_FEAT_WEAPON_PROFICIENCY_NUNCHAKU. Fixed PsyRogue's Enhanced Sneak Attack scaling. Eldrtich Doom shouldn't target non-hostiles. Fixed Hellfire Warlock fire resistance to work with other sources of fire resistance. Fixed text feedback for Island in Time. Added some DEBUG for Shadow Blade. prc_2da_cache creature should no longer be accidently targetable, causing faction issues. Added a PnP cat creature, for the hell of it. Tibitz is Dragon Magizine, unfortunately. Updated text tokens for Astral Construct convos. Updated text tokens for soulknife's mindblade convos. If you save vs certain fear effects, they fail to work on you for 24 hours, from that source. (Form of Doom, Dragon Fear) Fixed Prismatic Sphere VFX bug (@Syrophir) Fixed Banishment bug on all Prismatic spells. Bralani Eldarin were missing Low-Light Vision. Fixed Lips of Rapture bug. Prelimiary work to making Favoured Soul's Deity's Weapon closer to PnP. Fixed Firey Burst bug. I think. Updated notes. Updated PRC8 Manual.
131 lines
5.7 KiB
Plaintext
131 lines
5.7 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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//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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