PRC8/nwn/nwnprc/trunk/scripts/prc_pnp_fam_scry.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
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.
2024-02-11 14:01:05 -05:00

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//::///////////////////////////////////////////////
//:: Scrying
//:: sp_scrying.nss
//:://////////////////////////////////////////////
/*
A spell that allows the caster to scry either
on any creature in the area they're in, or to
scry on any PC.
*/
//:://////////////////////////////////////////////
//:: Created By: Stratovarius
//:: Created On: April 30, 2007
//:://////////////////////////////////////////////
//#include "prc_alterations"
#include "prc_inc_assoc"
#include "prc_inc_scry"
#include "prc_add_spell_dc"
void ApplyScryEffects(object oPC)
{
if(DEBUG) DoDebug("prc_inc_scry: ApplyScryEffects():\n"
+ "oPC = '" + GetName(oPC) + "'"
);
// The Scryer is not supposed to be visible, nor can he move or cast
// He also can't take damage from scrying
effect eLink = EffectSpellImmunity(SPELL_ALL_SPELLS);
// Damage immunities
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_ACID, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_BLUDGEONING, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_COLD, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_DIVINE, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_ELECTRICAL, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_FIRE, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_MAGICAL, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_NEGATIVE, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_PIERCING, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_POSITIVE, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_SLASHING, 100));
eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_SONIC, 100));
// Specific immunities
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_ABILITY_DECREASE));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_BLINDNESS));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_DEAFNESS));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_CRITICAL_HIT));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_DEATH));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_DISEASE));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_ENTANGLE));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_SLOW));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_KNOCKDOWN));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_NEGATIVE_LEVEL));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_PARALYSIS));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_SILENCE));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_SNEAK_ATTACK));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_TRAP));
eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_MIND_SPELLS));
// Random stuff
eLink = EffectLinkEffects(eLink, EffectCutsceneGhost());
eLink = EffectLinkEffects(eLink, EffectCutsceneImmobilize());
eLink = EffectLinkEffects(eLink, EffectEthereal());
eLink = EffectLinkEffects(eLink, EffectAttackDecrease(50));
eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY));
// Permanent until Scry ends
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ExtraordinaryEffect(eLink), oPC, GetLocalFloat(oPC, "ScryDuration") + 6.0);
// Create array for storing a list of the nerfed weapons in
array_create(oPC, "Scry_Nerfed");
object oWeapon;
itemproperty ipNoDam = ItemPropertyNoDamage();
oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC);
if(IPGetIsMeleeWeapon(oWeapon)){
if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){
//SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE);
AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon);
array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon);
}
// Check left hand only if right hand had a weapon
oWeapon = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC);
if(IPGetIsMeleeWeapon(oWeapon)){
if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){
//SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE);
AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon);
array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon);
}}
}else if(IPGetIsRangedWeapon(oWeapon)){
if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){
//SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE);
AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon);
array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon);
}}
oWeapon = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oPC);
if(GetIsObjectValid(oWeapon)){
if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){
//SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE);
AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon);
array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon);
}}
oWeapon = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oPC);
if(GetIsObjectValid(oWeapon)){
if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){
//SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE);
AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon);
array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon);
}}
oWeapon = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oPC);
if(GetIsObjectValid(oWeapon)){
if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){
//SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE);
AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon);
array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon);
}}
}
void main()
{
object oPC = OBJECT_SELF;
//Declare major variables
object oFam = GetAssociateNPC(ASSOCIATE_TYPE_FAMILIAR, oPC, NPC_PNP_FAMILIAR);
if(!GetIsObjectValid(oFam))
return;
if(GetLocalInt(oPC, "Scry_Familiar"))
{
FloatingTextStringOnCreature("You have already used this ability today.", oPC, FALSE);
return;
}
int nFamLvl = GetHitDice(oFam);
if(nFamLvl > 12)
{
int nCasterLvl = PRCGetCasterLevel(oPC);
int nSpell = PRCGetSpellId();
int nDC = PRCGetSaveDC(oFam, oPC) + 10;
float fDur = 60.0 * nCasterLvl;
SetLocalInt(oPC, "ScryCasterLevel", nCasterLvl);
SetLocalInt(oPC, "ScrySpellId", nSpell);
SetLocalFloat(oPC, "ScryDuration", fDur);
// Apply effects
ApplyScryEffects(oPC);
ScryMain(oPC, oFam);
SetLocalInt(oPC, "Scry_Familiar", 1);
}
else
FloatingTextStringOnCreature("The bond with your familiar is not strong enough yet.", oPC, FALSE);
}