PRC8_fork/nwn/nwnprc/trunk/smp/phs_s_imprison.nss

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/*:://////////////////////////////////////////////
//:: Spell Name Imprisonment
//:: Spell FileName PHS_S_Imprison
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Abjuration
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
When you cast imprisonment and touch a creature, it is entombed in a state
of suspended animation (see the temporal stasis spell) in a small sphere far
beneath the surface of the earth. All inhibiting movement spells are removed
when they are transported. The subject remains there unless a freedom spell
is cast at the locale where the imprisonment took place. Magical search by
a crystal ball, a locate object spell, or some other similar divination
does not reveal the fact that a creature is imprisoned, but discern
location does. A wish or miracle spell will not free the recipient, but
will reveal where it is entombed. If you know the target<65>s name and some
facts about its life, the target takes a -4 penalty on its save.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Save VS will, or get sent to a place like maze! :-)
Easy to do, and uses some of mazes things.
No getting out, however. This can be like death to a PC, so we pop up a
dialog box for death like Petrify.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
// Gets one location from the 4 prison location points - denoted by
// PHS_S_IMPRISONMENT_TARGET + IntToString(1, 2, 3, 4).
// * Tries to get an empty one.
location GetImprisonLocation();
void main()
{
// Spell Hook Check.
if(!PHS_SpellHookCheck()) return;
// Declare Major Variables
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject();
object oTargetArea = GetArea(oTarget);
// - Use oTarget location in case GetSpellTargetLocatoin() isn't equal to it.
location lTarget = GetLocation(oTarget);
object oNewPrisonObject;
object oPrisonPoint = GetWaypointByTag(PHS_S_IMPRISONMENT_TARGET);
// We use JumpToLocation. We will move them to one of 4 "Prisons" in the
// area. If more then 4 people are there, of course, it'll just add it to
// the first one (hey, its found the same space :-P ).
location lPrisonPoint = GetImprisonLocation();
// DC
int nSpellSaveDC = PHS_GetSpellSaveDC();
// +4 DC if equal faction
if(GetFactionEqual(oTarget))
{
nSpellSaveDC += 4;
}
// Delcare impact effect
effect eImpact1 = EffectVisualEffect(VFX_FNF_SCREEN_SHAKE);
effect eImpact2 = EffectVisualEffect(PHS_VFX_FNF_IMPRISONMENT);
// A duration effect, just so it is something to check.
effect eDur = EffectVisualEffect(VFX_DUR_GLOBE_INVULNERABILITY);
// Always fire spell cast at event
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_IMPRISONMENT, TRUE);
// No beam hit/miss visual - basically, the new VFX looks better.
// Melee Touch Attack
if(PHS_SpellTouchAttack(PHS_TOUCH_MELEE, oTarget, TRUE))
{
// - It is a minotaur?
// - Can it be destroyed?
if(PHS_CanCreatureBeDestroyed(oTarget) &&
GetIsObjectValid(oPrisonPoint) &&
!PHS_IsInMazeArea(oTarget) &&
!PHS_IsInPrisonArea(oTarget))
{
// Spell Resistance and immunity Check
if(!PHS_SpellResistanceCheck(oCaster, oTarget))
{
// Will save
if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC))
{
// Apply AOE visuals at the targets location
// (not on the target, who will move)
PHS_ApplyLocationVFX(lTarget, eImpact1);
PHS_ApplyLocationVFX(lTarget, eImpact2);
// Apply a duration effect
PHS_ApplyPermanent(oTarget, eDur);
// Set variables to jump back to.
SetLocalLocation(oTarget, PHS_S_MAZEPRISON_LOCATION, lTarget);
SetLocalObject(oTarget, PHS_S_MAZEPRISON_OLD_AREA, oTargetArea); // A check for LOCATION is valid.
// Create Imprisonment object, and set local object to the target
oNewPrisonObject = CreateObject(OBJECT_TYPE_PLACEABLE, PHS_IMPRISONMENT_OBJECT, lTarget);
// Set local object so freedom works.
SetLocalObject(oNewPrisonObject, PHS_MAZEPRISON_OBJECT, oTarget);
// Set local object on the PC so they know which is thiers
// - Same variable name.
SetLocalObject(oTarget, PHS_MAZEPRISON_OBJECT, oNewPrisonObject);
// Move the target using special function
AssignCommand(oTarget, PHS_ForceMovementToLocation(lTarget));
// Set plot flag on enter, and are set to uncommandable.
}
}
}
}
}
// Gets one location from the 4 prison location points - denoted by
// PHS_S_IMPRISONMENT_TARGET + IntToString(1, 2, 3, 4).
// * Tries to get an empty one.
location GetImprisonLocation()
{
// Go from 4 to 1. We put anyone in 1 if no where else.
int nTest = 4;
object oPC, oTestTarget = GetWaypointByTag(PHS_S_IMPRISONMENT_TARGET + IntToString(nTest));
while(GetIsObjectValid(oTestTarget))
{
// Last one? Return it now!
if(nTest == 1)
{
return GetLocation(oTestTarget);
}
else
{
// Test if this one is empty. anyone within 5M of it?
oPC = GetNearestObject(OBJECT_TYPE_CREATURE, oTestTarget);
if(GetDistanceBetween(oPC, oTestTarget) > 5.0)
{
// Valid, nothing within 5M (we set the location they go to
// to be directly over the target).
return GetLocation(oTestTarget);
}
}
}
// If invalid return the location of PHS_S_IMPRISONMENT_TARGET (at the
// centre of the area, will push the PC to nearby!)
return GetLocation(GetWaypointByTag(PHS_S_IMPRISONMENT_TARGET));
}