Further file organization
Further file organization
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116
nwn/nwnprc/trunk/spells/sp_prismt_sphr.nss
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116
nwn/nwnprc/trunk/spells/sp_prismt_sphr.nss
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//::///////////////////////////////////////////////
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//:: Name
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//:: FileName sp_.nss
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//:://////////////////////////////////////////////
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/**@file Prismatic Sphere
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Abjuration
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Level: Protection 9, Sor/Wiz 9, Sun 9
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Components: V
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Range: 10 ft.
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Effect: 10-ft.-radius sphere centered on you
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This spell functions like prismatic wall, except you
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conjure up an immobile, opaque globe of shimmering,
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multicolored light that surrounds you and protects
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you from all forms of attack. The sphere flashes in
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all colors of the visible spectrum.
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The sphere<72>s blindness effect on creatures with less
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than 8 HD lasts 2d4x10 minutes.
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You can pass into and out of the prismatic sphere and
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remain near it without harm. However, when you<6F>re
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inside it, the sphere blocks any attempt to project
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something through the sphere (including spells). Other
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creatures that attempt to attack you or pass through
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suffer the effects of each color, one at a time.
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Typically, only the upper hemisphere of the globe will
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exist, since you are at the center of the sphere, so
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the lower half is usually excluded by the floor surface
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you are standing on.
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The colors of the sphere have the same effects as the
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colors of a prismatic wall:
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Red 1st Deals 20 points of fire damage (Reflex half).
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Orange 2nd Deals 40 points of acid damage (Reflex half).
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Yellow 3rd Deals 80 points of electricity damage (Reflex half).
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Green 4th Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).
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Blue 5th Turned to stone (Fortitude negates).
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Indigo 6th Will save or become insane (as insanity spell).
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Violet 7th Creatures sent to another plane (Will negates).
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Author: Tenjac
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Created: 7/6/07
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_ABJURATION);
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object oPC = OBJECT_SELF;
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location lTarget = GetLocation(oPC);
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object oTarget;
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nCasterLvl = PRCGetCasterLevel(oPC);
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float fDelay, fDuration;
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float fDurAoE = TurnsToSeconds(nCasterLvl * 10);
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if (nMetaMagic & METAMAGIC_EXTEND) fDurAoE += fDurAoE;
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effect eAoE = EffectAreaOfEffect(VFX_PER_PRISMATIC_SPHERE);
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_PRISMATIC_SPHERE), lTarget, fDurAoE);
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAoE, lTarget, fDurAoE);
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object oAoE = GetAreaOfEffectObject(lTarget, "VFX_PER_PRISMATIC_SPHERE");
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SetAllAoEInts(SPELL_PRISMATIC_SPHERE, oAoE, PRCGetSpellSaveDC(SPELL_PRISMATIC_SPHERE, SPELL_SCHOOL_ABJURATION), 0, nCasterLvl);
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// Declare blindness
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effect eBlind = EffectBlindness();
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// Start cycling through the AOE Object for viable targets
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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// PvP check
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if(!GetIsReactionTypeFriendly(oTarget, oPC) &&
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// Make sure they are not immune to spells
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!PRCGetHasEffect(EFFECT_TYPE_SPELL_IMMUNITY, oTarget))
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{
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// Check HD
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if(GetHitDice(oTarget) <= 8)
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{
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// Fire cast spell at event for the affected target
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PRCSignalSpellEvent(oTarget, TRUE, SPELL_PRISMATIC_SPHERE, oPC);
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// Check if they can see
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if(!PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, oTarget))
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{
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// Check spell resistance
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if(!PRCDoResistSpell(oPC, oTarget, nCasterLvl))
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{
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// Get duration
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fDuration = IntToFloat(d4(2) * 10);
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if(nMetaMagic & METAMAGIC_EXTEND) fDuration += fDuration;
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// Get a small delay
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fDelay = GetDistanceToObject(oTarget)/20;
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// Apply blindness
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBlind, oTarget, fDuration, TRUE, SPELL_PRISMATIC_SPHERE, nCasterLvl));
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}
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}
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}
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}
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//Get next target.
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}
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}
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