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.
304 lines
12 KiB
Plaintext
304 lines
12 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Prismatic Spray
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//:: [NW_S0_PrisSpray.nss]
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//:: Copyright (c) 2000 Bioware Corp.
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//:://////////////////////////////////////////////
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//:: Sends out a prismatic cone that has a random
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//:: effect for each target struck.
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Dec 19, 2000
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//:://////////////////////////////////////////////
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//:: Last Updated By: Preston Watamaniuk, On: April 11, 2001
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//:: Last Updated By: Aidan Scanlan On: April 11, 2001
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//:: Last Updated By: Preston Watamaniuk, On: June 11, 2001
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//::///////////////////////////////////////////////
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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: 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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This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects:
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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 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 Two effects; roll twice more, ignoring any '8' results
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Updated by AshLancer 1/22/2020 to be PnP accurate
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*/
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//:://////////////////////////////////////////////
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int ApplyPrismaticEffect(int nEffect, object oTarget,int nDC,int CasterLvl);
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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//:: left its elemental damage alone, since it's already determined randomly.
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION);
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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//Declare major variables
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object oTarget;
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int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nRandom;
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int nHD;
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int nVisual;
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effect eVisual;
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int bTwoEffects;
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int nPenetr = CasterLvl + SPGetPenetr();
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//Set the delay to apply to effects based on the distance to the target
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float fDelay = 0.5 + GetDistanceBetween(OBJECT_SELF, oTarget)/20;
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//Get first target in the spell area
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oTarget = MyFirstObjectInShape(SHAPE_SPELLCONE, 18.28f, PRCGetSpellTargetLocation());
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while (GetIsObjectValid(oTarget))
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF) && (oTarget != OBJECT_SELF))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_PRISMATIC_SPRAY));
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//Make an SR check
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if (!PRCDoResistSpell(OBJECT_SELF, oTarget,nPenetr, fDelay))
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{
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int nDC = PRCGetSaveDC(oTarget,OBJECT_SELF);
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//Blind the target if they are less than 9 HD
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nHD = GetHitDice(oTarget);
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if (nHD <= 8)
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{
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBlindness(), oTarget, RoundsToSeconds(d4(2)),TRUE,-1,CasterLvl);
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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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//Get the visual effect
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nVisual = ApplyPrismaticEffect(Random(7) + 1, oTarget,nDC,CasterLvl);
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nVisual = ApplyPrismaticEffect(Random(7) + 1, oTarget,nDC,CasterLvl);
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}
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else
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{
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//Get the visual effect
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nVisual = ApplyPrismaticEffect(nRandom, oTarget,nDC,CasterLvl);
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}
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//Set the visual effect
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if(nVisual != 0)
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{
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eVisual = EffectVisualEffect(nVisual);
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//Apply the visual effect
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual, oTarget));
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}
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}
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}
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//Get next target in the spell area
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oTarget = MyNextObjectInShape(SHAPE_SPELLCONE, 18.28f, PRCGetSpellTargetLocation());
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the integer used to hold the spells spell school
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}
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///////////////////////////////////////////////////////////////////////////////
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// ApplyPrismaticEffect
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///////////////////////////////////////////////////////////////////////////////
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/* Given a reference integer and a target, this function will apply the effect
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of corresponding prismatic cone to the target. To have any effect the
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reference integer (nEffect) must be from 1 to 7.*/
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///////////////////////////////////////////////////////////////////////////////
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// Created By: Aidan Scanlan On: April 11, 2001
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///////////////////////////////////////////////////////////////////////////////
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int ApplyPrismaticEffect(int nEffect, object oTarget,int nDC,int CasterLvl)
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{
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int nDamage;
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effect ePrism;
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effect eVis;
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink;
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int nVis;
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float fDelay = 0.5 + GetDistanceBetween(OBJECT_SELF, oTarget)/20;
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PRCBonusDamage(oTarget);
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//Based on the random number passed in, apply the appropriate effect and set the visual to
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//the correct constant
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switch(nEffect)
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{
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case 1://fire
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nDamage = 20;
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//nDamage += ApplySpellBetrayalStrikeDamage(oTarget, OBJECT_SELF, FALSE);
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nVis = VFX_IMP_FLAME_S;
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_FIRE);
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ePrism = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_FIRE);
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, ePrism, oTarget));
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break;
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case 2: //Acid
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nDamage = 40;
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//nDamage += ApplySpellBetrayalStrikeDamage(oTarget, OBJECT_SELF, FALSE);
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nVis = VFX_IMP_ACID_L;
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, (nDC),SAVING_THROW_TYPE_ACID);
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ePrism = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_ACID);
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, ePrism, oTarget));
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break;
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case 3: //Electricity
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nDamage = 80;
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//nDamage += ApplySpellBetrayalStrikeDamage(oTarget, OBJECT_SELF, FALSE);
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nVis = VFX_IMP_LIGHTNING_S;
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, (nDC),SAVING_THROW_TYPE_ELECTRICITY);
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ePrism = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_ELECTRICAL);
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, ePrism, oTarget));
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break;
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case 4: //Poison
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{
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if (PRCGetIsAliveCreature(oTarget) && !GetIsImmune(oTarget, IMMUNITY_TYPE_POISON))
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{
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_POISON))
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{
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DeathlessFrenzyCheck(oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
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}
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else ApplyAbilityDamage(oTarget, ABILITY_CONSTITUTION, d6(1), DURATION_TYPE_TEMPORARY, TRUE, -1.0);
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}
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}
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break;
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case 5: //Petrification
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{
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PRCDoPetrification(CasterLvl, OBJECT_SELF, oTarget, SPELL_PRISMATIC_SPRAY, nDC);
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}
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break;
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case 6: //Insanity
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{
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
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{
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effect eVis = EffectVisualEffect(VFX_IMP_CONFUSION_S);
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effect eConfuse = PRCEffectConfused();
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = EffectLinkEffects(eMind, eConfuse);
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eLink = EffectLinkEffects(eLink, eDur);
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eLink = SupernaturalEffect(eLink);
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget, 0.0, TRUE, -1, CasterLvl);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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break;
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case 7: //Banish
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{
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
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{
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// makes the target invisible
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget, 6.0);
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// allows pathfinding through the target
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneGhost(), oTarget, 6.0);
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// paralyzes the target, ignores immunity
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneParalyze(), oTarget, 6.0);
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// save the target location for later visual effect
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location lLoc = GetLocation(oTarget);
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// separate player targets from NPCs
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if(GetIsPC(oTarget))
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{
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int nMessageRoll = d6(1);
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int nTalk;
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switch(nMessageRoll)
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{
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case 1:
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{
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nTalk = 1729332;
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break;
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}
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case 2:
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{
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nTalk = 1729333;
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break;
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}
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case 3:
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{
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nTalk = 1729334;
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break;
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}
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case 4:
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{
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nTalk = 1729335;
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break;
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}
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case 5:
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{
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nTalk = 1729336;
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break;
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}
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case 6:
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{
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nTalk = 1729337;
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break;
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}
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}
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//Death Popup
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// allow respawn, but not wait for help since sent away
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// also if not letting respawn and cannot reload, the player cannot continue via GUI
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DelayCommand(2.75, PopUpDeathGUIPanel(oTarget, TRUE , FALSE, nTalk));
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DelayCommand(2.75, ExecuteScript("prc_ondeath", oTarget));
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}
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else
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{
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// Target is not a player
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// To simplify against NPCs and also reward xp, applies same death as Green color
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DeathlessFrenzyCheck(oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
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}
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// a visual effect for banishment
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), lLoc);
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}
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}
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break;
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}
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return nVis;
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}
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