117 lines
5.0 KiB
Plaintext
117 lines
5.0 KiB
Plaintext
|
//::///////////////////////////////////////////////
|
|||
|
//:: Name
|
|||
|
//:: FileName sp_.nss
|
|||
|
//:://////////////////////////////////////////////
|
|||
|
/**@file Prismatic Sphere
|
|||
|
Abjuration
|
|||
|
Level: Protection 9, Sor/Wiz 9, Sun 9
|
|||
|
Components: V
|
|||
|
Range: 10 ft.
|
|||
|
Effect: 10-ft.-radius sphere centered on you
|
|||
|
|
|||
|
This spell functions like prismatic wall, except you
|
|||
|
conjure up an immobile, opaque globe of shimmering,
|
|||
|
multicolored light that surrounds you and protects
|
|||
|
you from all forms of attack. The sphere flashes in
|
|||
|
all colors of the visible spectrum.
|
|||
|
|
|||
|
The sphere<72>s blindness effect on creatures with less
|
|||
|
than 8 HD lasts 2d4x10 minutes.
|
|||
|
|
|||
|
You can pass into and out of the prismatic sphere and
|
|||
|
remain near it without harm. However, when you<6F>re
|
|||
|
inside it, the sphere blocks any attempt to project
|
|||
|
something through the sphere (including spells). Other
|
|||
|
creatures that attempt to attack you or pass through
|
|||
|
suffer the effects of each color, one at a time.
|
|||
|
|
|||
|
Typically, only the upper hemisphere of the globe will
|
|||
|
exist, since you are at the center of the sphere, so
|
|||
|
the lower half is usually excluded by the floor surface
|
|||
|
you are standing on.
|
|||
|
|
|||
|
The colors of the sphere have the same effects as the
|
|||
|
colors of a prismatic wall:
|
|||
|
|
|||
|
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()
|
|||
|
{
|
|||
|
if(!X2PreSpellCastCode()) return;
|
|||
|
|
|||
|
PRCSetSchool(SPELL_SCHOOL_ABJURATION);
|
|||
|
|
|||
|
object oPC = OBJECT_SELF;
|
|||
|
location lTarget = GetLocation(oPC);
|
|||
|
object oTarget;
|
|||
|
int nMetaMagic = PRCGetMetaMagicFeat();
|
|||
|
int nCasterLvl = PRCGetCasterLevel(oPC);
|
|||
|
float fDelay, fDuration;
|
|||
|
float fDurAoE = TurnsToSeconds(nCasterLvl * 10);
|
|||
|
if (nMetaMagic & METAMAGIC_EXTEND) fDurAoE += fDurAoE;
|
|||
|
effect eAoE = EffectAreaOfEffect(VFX_PER_PRISMATIC_SPHERE);
|
|||
|
|
|||
|
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_PRISMATIC_SPHERE), lTarget, fDurAoE);
|
|||
|
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAoE, lTarget, fDurAoE);
|
|||
|
|
|||
|
object oAoE = GetAreaOfEffectObject(lTarget, "VFX_PER_PRISMATIC_SPHERE");
|
|||
|
SetAllAoEInts(SPELL_PRISMATIC_SPHERE, oAoE, PRCGetSpellSaveDC(SPELL_PRISMATIC_SPHERE, SPELL_SCHOOL_ABJURATION), 0, nCasterLvl);
|
|||
|
|
|||
|
// Declare blindness
|
|||
|
effect eBlind = EffectBlindness();
|
|||
|
|
|||
|
// Start cycling through the AOE Object for viable targets
|
|||
|
oTarget = MyFirstObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
|
|||
|
|
|||
|
while(GetIsObjectValid(oTarget))
|
|||
|
{
|
|||
|
// PvP check
|
|||
|
if(!GetIsReactionTypeFriendly(oTarget, oPC) &&
|
|||
|
// Make sure they are not immune to spells
|
|||
|
!PRCGetHasEffect(EFFECT_TYPE_SPELL_IMMUNITY, oTarget))
|
|||
|
{
|
|||
|
// Check HD
|
|||
|
if(GetHitDice(oTarget) <= 8)
|
|||
|
{
|
|||
|
// Fire cast spell at event for the affected target
|
|||
|
PRCSignalSpellEvent(oTarget, TRUE, SPELL_PRISMATIC_SPHERE, oPC);
|
|||
|
|
|||
|
// Check if they can see
|
|||
|
if(!PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, oTarget))
|
|||
|
{
|
|||
|
// Check spell resistance
|
|||
|
if(!PRCDoResistSpell(oPC, oTarget, nCasterLvl))
|
|||
|
{
|
|||
|
// Get duration
|
|||
|
fDuration = IntToFloat(d4(2) * 10);
|
|||
|
if(nMetaMagic & METAMAGIC_EXTEND) fDuration += fDuration;
|
|||
|
|
|||
|
// Get a small delay
|
|||
|
fDelay = GetDistanceToObject(oTarget)/20;
|
|||
|
|
|||
|
// Apply blindness
|
|||
|
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBlind, oTarget, fDuration, TRUE, SPELL_PRISMATIC_SPHERE, nCasterLvl));
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
//Get next target.
|
|||
|
oTarget = MyNextObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
|
|||
|
}
|
|||
|
}
|