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.
		
			
				
	
	
		
			117 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			117 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*:://////////////////////////////////////////////
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| //:: Spell Name Forcecage
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| //:: Spell FileName PHS_S_Forcecage
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| //:://////////////////////////////////////////////
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| //:: In Game Spell desctiption
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| //:://////////////////////////////////////////////
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|     Forcecage
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|     Evocation [Force]
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|     Level: Sor/Wiz 7
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|     Components: V, S, M
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|     Casting Time: 1 standard action
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|     Range: Close (8M)
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|     Area: Barred cage (6.67-M. cube)
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|     Duration: 2 hours/level (D)
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|     Saving Throw: None
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|     Spell Resistance: No
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| 
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|     This powerful spell brings into being an immobile cubical prison composed of
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|     either bars of force.
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| 
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|     Creatures within the area are caught and contained unless they are too big to
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|     fit inside, in which case the spell automatically fails. Teleportation and
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|     other forms of astral travel provide a means of escape, but the force walls
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|     or bars extend into the Ethereal Plane, blocking ethereal travel.
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| 
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|     Like a wall of force spell, a forcecage resists dispel magic, but it is
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|     vulnerable to a disintegrate spell, and it can be destroyed by a sphere of
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|     annihilation or a rod of cancellation.
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| 
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|     This spell produces a 6.67-meter cube made of bands of force (similar to a
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|     wall of force spell) for bars. The bands are a half-inch wide, with half-inch
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|     gaps between them. Creatures are confined within the space. You can’t attack
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|     a creature in a barred cage with a weapon unless the weapon can fit between
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|     the gaps (No melee weapons will reach inside). Even against such weapons
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|     (including arrows and similar ranged attacks), a creature in the barred cage
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|     has cover. All spells and breath weapons can pass through the gaps in the
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|     bars.
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| 
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|     Material Component: Ruby dust worth 1,500 gp, which is tossed into the air
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|     and disappears when you cast the spell.
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| //:://////////////////////////////////////////////
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| //:: Spell Effects Applied / Notes
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| //:://////////////////////////////////////////////
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|     Needs 4 placeables for the bars, and an AOE within the centre of it. If
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|     any of the bars are destroyed (via. disintegration ETC), it means the entire
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|     spell collapses.
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| 
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|     The AOE is plotted too, and does the correct 50% vs ranged attack consealment
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|     as they will have to shoot through the bars.
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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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| void main()
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| {
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|     // Spell hook check.
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|     if(!PHS_SpellHookCheck(PHS_SPELL_FORCECAGE)) return;
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| 
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|     // Declare major variables
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|     object oCaster = OBJECT_SELF;
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|     location lTarget = GetSpellTargetLocation();
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|     int nCasterLevel = PHS_GetCasterLevel();
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|     int nMetaMagic = PHS_GetMetaMagicFeat();
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|     object oArea = GetArea(oCaster);
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| 
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|     // Requires ruby dust of at least 1500 gp value
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|     if(!PHS_ComponentExactItemRemove(PHS_ITEM_RUBY_DUST_1500, "Ruby dust worth at least 1500 gp", "Forcecage")) return;
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| 
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|     // Duration - 2 hours/level
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|     float fDuration = PHS_GetDuration(PHS_HOURS, nCasterLevel * 2, nMetaMagic);
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| 
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|     // Declare effects
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|     effect eAOE = EffectAreaOfEffect(PHS_AOE_PER_FORCECAGE);
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|     // Impact VFX
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|     effect eImpact = EffectVisualEffect(PHS_VFX_FNF_FORCECAGE);
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| 
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|     // We create the barriers!
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|     // - Set the barriers on the caster so the AOE can grab them on its first
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|     //   OnEnter pass.
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|     string sResRef = "phs_forcewall";
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|     object oForceWall;
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|     // Get vectors to change
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|     vector vOriginal = GetPositionFromLocation(lTarget);
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|     float fXDefault = vOriginal.x;
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|     float fYDefault = vOriginal.y;
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|     float fZDefault = vOriginal.z;
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|     // Distance from centre the placeable will go
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|     float fDist = 3.34;
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| 
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|     // First one: North of the target location by half of 6.68M (3.34M), north
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|     // with DIRECTION_NORTH facing. Add on 3.34 onto X only.
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|     location lPlaceable = Location(oArea, Vector(fXDefault + fDist, fYDefault, fZDefault), DIRECTION_NORTH);
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|     // Create and set North one.
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|     oForceWall = CreateObject(OBJECT_TYPE_PLACEABLE, sResRef, lPlaceable);
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|     SetLocalObject(oCaster, "PHS_FORCEWALL_WALL1", oForceWall);
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| 
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|     // DIRECTION_EAST one - go +3.34 in Y
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|     lPlaceable = Location(oArea, Vector(fXDefault, fYDefault + fDist, fZDefault), DIRECTION_EAST);
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|     oForceWall = CreateObject(OBJECT_TYPE_PLACEABLE, sResRef, lPlaceable);
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|     SetLocalObject(oCaster, "PHS_FORCEWALL_WALL2", oForceWall);
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| 
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|     // DIRECTION_SOUTH one - go -3.34 in X
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|     lPlaceable = Location(oArea, Vector(fXDefault - fDist, fYDefault, fZDefault), DIRECTION_SOUTH);
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|     oForceWall = CreateObject(OBJECT_TYPE_PLACEABLE, sResRef, lPlaceable);
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|     SetLocalObject(oCaster, "PHS_FORCEWALL_WALL3", oForceWall);
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| 
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|     // DIRECTION_WEST one - go -3.34 in Y
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|     lPlaceable = Location(oArea, Vector(fXDefault, fYDefault + fDist, fZDefault), DIRECTION_WEST);
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|     oForceWall = CreateObject(OBJECT_TYPE_PLACEABLE, sResRef, lPlaceable);
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|     SetLocalObject(oCaster, "PHS_FORCEWALL_WALL4", oForceWall);
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| 
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|     // Apply effects
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|     PHS_ApplyLocationDurationAndVFX(lTarget, eImpact, eAOE, fDuration);
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| }
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