Initial upload.
Adding base PRC 4.19a files to repository.
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trunk/smp/phs_s_imprison.nss
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trunk/smp/phs_s_imprison.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Imprisonment
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//:: Spell FileName PHS_S_Imprison
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Abjuration
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Level: Sor/Wiz 9
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Components: V, S
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Casting Time: 1 standard action
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Range: Touch
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Target: Creature touched
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Duration: Instantaneous
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Saving Throw: Will negates; see text
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Spell Resistance: Yes
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When you cast imprisonment and touch a creature, it is entombed in a state
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of suspended animation (see the temporal stasis spell) in a small sphere far
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beneath the surface of the earth. All inhibiting movement spells are removed
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when they are transported. The subject remains there unless a freedom spell
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is cast at the locale where the imprisonment took place. Magical search by
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a crystal ball, a locate object spell, or some other similar divination
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does not reveal the fact that a creature is imprisoned, but discern
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location does. A wish or miracle spell will not free the recipient, but
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will reveal where it is entombed. If you know the target<65>s name and some
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facts about its life, the target takes a -4 penalty on its save.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Save VS will, or get sent to a place like maze! :-)
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Easy to do, and uses some of mazes things.
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No getting out, however. This can be like death to a PC, so we pop up a
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dialog box for death like Petrify.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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// Gets one location from the 4 prison location points - denoted by
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// PHS_S_IMPRISONMENT_TARGET + IntToString(1, 2, 3, 4).
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// * Tries to get an empty one.
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location GetImprisonLocation();
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void main()
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{
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// Spell Hook Check.
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if(!PHS_SpellHookCheck()) return;
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// Declare Major Variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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object oTargetArea = GetArea(oTarget);
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// - Use oTarget location in case GetSpellTargetLocatoin() isn't equal to it.
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location lTarget = GetLocation(oTarget);
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object oNewPrisonObject;
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object oPrisonPoint = GetWaypointByTag(PHS_S_IMPRISONMENT_TARGET);
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// We use JumpToLocation. We will move them to one of 4 "Prisons" in the
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// area. If more then 4 people are there, of course, it'll just add it to
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// the first one (hey, its found the same space :-P ).
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location lPrisonPoint = GetImprisonLocation();
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// DC
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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// +4 DC if equal faction
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if(GetFactionEqual(oTarget))
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{
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nSpellSaveDC += 4;
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}
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// Delcare impact effect
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effect eImpact1 = EffectVisualEffect(VFX_FNF_SCREEN_SHAKE);
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effect eImpact2 = EffectVisualEffect(PHS_VFX_FNF_IMPRISONMENT);
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// A duration effect, just so it is something to check.
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effect eDur = EffectVisualEffect(VFX_DUR_GLOBE_INVULNERABILITY);
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// Always fire spell cast at event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_IMPRISONMENT, TRUE);
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// No beam hit/miss visual - basically, the new VFX looks better.
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// Melee Touch Attack
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if(PHS_SpellTouchAttack(PHS_TOUCH_MELEE, oTarget, TRUE))
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{
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// - It is a minotaur?
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// - Can it be destroyed?
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if(PHS_CanCreatureBeDestroyed(oTarget) &&
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GetIsObjectValid(oPrisonPoint) &&
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!PHS_IsInMazeArea(oTarget) &&
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!PHS_IsInPrisonArea(oTarget))
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{
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// Spell Resistance and immunity Check
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if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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{
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// Will save
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if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC))
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{
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// Apply AOE visuals at the targets location
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// (not on the target, who will move)
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PHS_ApplyLocationVFX(lTarget, eImpact1);
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PHS_ApplyLocationVFX(lTarget, eImpact2);
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// Apply a duration effect
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PHS_ApplyPermanent(oTarget, eDur);
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// Set variables to jump back to.
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SetLocalLocation(oTarget, PHS_S_MAZEPRISON_LOCATION, lTarget);
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SetLocalObject(oTarget, PHS_S_MAZEPRISON_OLD_AREA, oTargetArea); // A check for LOCATION is valid.
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// Create Imprisonment object, and set local object to the target
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oNewPrisonObject = CreateObject(OBJECT_TYPE_PLACEABLE, PHS_IMPRISONMENT_OBJECT, lTarget);
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// Set local object so freedom works.
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SetLocalObject(oNewPrisonObject, PHS_MAZEPRISON_OBJECT, oTarget);
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// Set local object on the PC so they know which is thiers
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// - Same variable name.
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SetLocalObject(oTarget, PHS_MAZEPRISON_OBJECT, oNewPrisonObject);
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// Move the target using special function
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AssignCommand(oTarget, PHS_ForceMovementToLocation(lTarget));
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// Set plot flag on enter, and are set to uncommandable.
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}
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}
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}
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}
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}
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// Gets one location from the 4 prison location points - denoted by
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// PHS_S_IMPRISONMENT_TARGET + IntToString(1, 2, 3, 4).
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// * Tries to get an empty one.
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location GetImprisonLocation()
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{
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// Go from 4 to 1. We put anyone in 1 if no where else.
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int nTest = 4;
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object oPC, oTestTarget = GetWaypointByTag(PHS_S_IMPRISONMENT_TARGET + IntToString(nTest));
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while(GetIsObjectValid(oTestTarget))
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{
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// Last one? Return it now!
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if(nTest == 1)
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{
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return GetLocation(oTestTarget);
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}
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else
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{
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// Test if this one is empty. anyone within 5M of it?
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oPC = GetNearestObject(OBJECT_TYPE_CREATURE, oTestTarget);
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if(GetDistanceBetween(oPC, oTestTarget) > 5.0)
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{
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// Valid, nothing within 5M (we set the location they go to
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// to be directly over the target).
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return GetLocation(oTestTarget);
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}
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}
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}
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// If invalid return the location of PHS_S_IMPRISONMENT_TARGET (at the
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// centre of the area, will push the PC to nearby!)
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return GetLocation(GetWaypointByTag(PHS_S_IMPRISONMENT_TARGET));
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}
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