Files
PRC8/nwn/nwnprc/trunk/spells/sp_prism_wallA.nss
Jaysyn904 c1188ebb28 2026/02/19 Update
Eldritch Disciple should have Verminlord as an epic bonus feat.
Only spellcasters can use Craft (Alchemy).
Added Great Charisma and removed Great Wisdom as Force Missile Mage epic bonus feats.
Frenzied Berserker was missing Great STR 10 as an epic bonus feat.
Oozemaster had several epic bonus feats only grantable at 10th lvl.
Pyromancer's Great Charisma bonus feats were pointing at wrong or non-existent feats.
Corrected Frenzied Berserker's skill list.
Corrected Legendary Dreadnought's skill list.
Added placeholders for Combat Form feats.
Added Combat Forms masterfeats.
Fixed ASF issue with Eldritch Sculptor's 2nd blast.
Gated debug in CheckIfDeleveled().
Updated AddRacialRestrictions() for latest races.
Vow of Poverty & Forsaker work better together at level up.
Maybe fixed the mass ability buffs not hitting all targets issue.  Needs mulitplayer testing.
Updated some creature abilities to use PRC functions.
2026-02-19 21:10:22 -05:00

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//::///////////////////////////////////////////////
//:: Name Prismatic Wall On Enter
//:: FileName sp_prism_wallA.nss
//:://////////////////////////////////////////////
/**@file Prismatic Wall
Abjuration
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall 4 ft./level wide, 2 ft./level high
Duration: 10 min./level (D)
Saving Throw: See text
Spell Resistance: See text
Prismatic wall creates a vertical, opaque wall; a
shimmering, multicolored plane of light that
protects you from all forms of attack. The wall
flashes with seven colors, each of which has a
distinct power and purpose. The wall is immobile,
and you can pass through and remain near the wall
without harm. However, any other creature with
less than 8 HD that is within 20 feet of the wall
is blinded for 2d4 rounds by the colors if it
looks at the wall.
The walls maximum proportions are 4 feet wide per
caster level and 2 feet high per caster level. A
prismatic wall spell cast to materialize in a
space occupied by a creature is disrupted, and
the spell is wasted.
Each color in the wall has a special effect. The
accompanying table shows the seven colors of the
wall, the order in which they appear, their
effects on creatures trying to attack you or pass
through the wall, and the magic needed to negate
each color.
The wall can be destroyed, color by color, in
consecutive order, by various magical effects;
however, the first color must be brought down
before the second can be affected, and so on.
A rod of cancellation or a mages disjunction
spell destroys a prismatic wall, but an
antimagic field fails to penetrate it. Dispel
magic and greater dispel magic cannot dispel
the wall or anything beyond it. Spell resistance
is effective against a prismatic wall, but the
caster level check must be repeated for each
color present.
Color Order Effect of Color
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"
void main()
{
object oPC = GetAreaOfEffectCreator();
object oTarget = GetEnteringObject();
int nDC = PRCGetSaveDC(oTarget, oPC);
int nCasterLvl = PRCGetCasterLevel(oPC);
int nDam;
int nPenetr = nCasterLvl + SPGetPenetr();
if(!GetIsReactionTypeFriendly(oTarget, oPC) && (oTarget != oPC))
{
//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
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget, 6.0);
// allows pathfinding through the target
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneGhost(), oTarget, 6.0);
// paralyzes the target, ignores immunity
ApplyEffectToObject(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);
ApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
}
// a visual effect for banishment
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), lLoc);
}
}
}
}