Further file organization
Further file organization
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112
nwn/nwnprc/trunk/smp/phs_s_timestop.nss
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112
nwn/nwnprc/trunk/smp/phs_s_timestop.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Time Stop
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//:: Spell FileName SMP_S_TimeStop
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation
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Level: Sor/Wiz 9, Trickery 9
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Components: V
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Casting Time: 1 standard action
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Range: Personal
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Target: You
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Duration: 1d4+1 rounds (apparent time); see text
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This spell seems to make time cease to flow for everyone but you. In fact,
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you speed up so greatly that all other creatures seem frozen, though they
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are actually still moving at their normal speeds. You are free to act for
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1d4+1 rounds of apparent time. While the time stop is in effect, other
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creatures are invulnerable to your attacks and spells; you cannot target
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such creatures with any attack or spell. A spell that affects an area and
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has a duration longer than the remaining duration of the time stop have
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their normal effects on other creatures once the time stop ends. Most
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spellcasters use the additional time to improve their defenses, summon
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allies, or flee from combat.
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You cannot move or harm items held, carried, or worn by a creature stuck in
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normal time, but you can affect any item that is not in another creature<72>s
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possession.
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You are undetectable while time stop lasts. You cannot enter an area
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protected by an antimagic field while under the effect of time stop.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Applies the normal 1d4 + 1 rounds. Of course, module builders may want to
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remove the spell (so they can change the 2da is best, honestly :-) ).
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Uses bioware visual effect, looks good and works fine IMHO :-)
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And also, big thing:
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- Just before the effect is applied, the whole area has creatures made to
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PLOT - if they are not already (local integers secure this)!
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- The plot lasts until just a little after the end of time stop. This mainly
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stops instant spells (EG: Harm) and attacks in time stop - they won't
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do anything!
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- Spells cast on anyone but the caster or a location in time stop will
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have no effect.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "SMP_INC_SPELLS"
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// Sets all creatures in the area to "plot" (using effects) for 0.1 seconds.
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void SetAreaPlot(object oCaster);
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void main()
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{
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// Spell Hook Check.
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if(!SMP_SpellHookCheck(SMP_SPELL_TIME_STOP)) return;
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//Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject(); // Should be OBJECT_SELF.
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location lTarget = GetLocation(oTarget);
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int nMetaMagic = SMP_GetMetaMagicFeat();
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// Make the duration rounds to seconds. 1d4 + 1.
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float fDuration = SMP_GetRandomDuration(SMP_ROUNDS, 4, 1, nMetaMagic, 1);
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// Declare effects
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effect eVis = EffectVisualEffect(VFX_FNF_TIME_STOP);
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effect eTime = EffectTimeStop();
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// Fire cast spell at event for the specified target
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_TIME_STOP, FALSE);
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// Set plot flags to the area (excluding the caster) for 0.1 seconds.
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SetAreaPlot(oCaster);
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// Apply the VFX impact and effects.
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SMP_ApplyLocationVFX(lTarget, eVis);
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// Apply the time stop effect immediantly.
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SMP_ApplyDuration(oTarget, eTime, fDuration);
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}
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// Sets all creatures in the area to plot
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void SetAreaPlot(object oCaster)
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{
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int nCnt = 1;
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object oTarget = GetNearestObject(OBJECT_TYPE_CREATURE, oTarget, nCnt);
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// Declare the "plot"
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effect ePlot = SMP_AllImmunitiesLink();
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// Make it undispellable
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ePlot = SupernaturalEffect(ePlot);
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// We set "plot" to everything - placeables, doors and so on. Local
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// integer will remove it later
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while(GetIsObjectValid(oTarget))
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{
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// Make sure they are not already plot, no need then, and that it isn't the caster
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if(!GetPlotFlag(oTarget) && oTarget != oCaster)
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{
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// Apply it for 0.1 seconds
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SMP_ApplyDuration(oTarget, ePlot, 0.1);
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}
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nCnt++;
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oTarget = GetNearestObject(OBJECT_TYPE_CREATURE, oTarget, nCnt);
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}
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}
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