Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
222 lines
7.6 KiB
Plaintext
222 lines
7.6 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Mirror Image
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//:: sp_mirror.nss
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//:://////////////////////////////////////////////
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/*
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Caster Level(s): Bard 2, Wizard 2, Sorcerer 2
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Innate Level: 2
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School: Illusion
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Component(s): Verbal, Somatic
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Range: Personal
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Area of Effect / Target: Self
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Duration: 1 min/level
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Save: harmless
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Spell Resistance: harmless
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Several illusory duplicates of you pop into being, making it
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difficult for enemies to know which target to attack. The
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figments stay near you and disappear when struck.
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Mirror image creates 1d4 images plus one image per three
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caster levels (maximum eight images total). These figments
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separate from you and remain in a cluster, each within 5 feet
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of at least one other figment or you. You can move into and
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through a mirror image. When you and the mirror image separate,
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observers can’t use vision or hearing to tell which one is you
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and which the image. The figments may also move through each
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other. The figments mimic your actions, pretending to cast spells
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when you cast a spell, drink potions when you drink a potion,
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levitate when you levitate, and so on.
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Enemies attempting to attack you or cast spells at you must
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select from among indistinguishable targets. Any successful
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attack against an image destroys it. An image’s AC is 10 +
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your size modifier + your Dex modifier. Figments seem to react
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normally to area spells (such as looking like they’re burned or
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dead after being hit by a fireball).
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Stratovarius
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//:: Created On: August 20, 2004
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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void CleanCopy(object oImage)
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{
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SetLootable(oImage, FALSE);
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// remove inventory contents
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object oItem = GetFirstItemInInventory(oImage);
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while(GetIsObjectValid(oItem))
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{
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SetPlotFlag(oItem,FALSE);
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if(GetHasInventory(oItem))
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{
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object oItem2 = GetFirstItemInInventory(oItem);
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while(GetIsObjectValid(oItem2))
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{
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object oItem3 = GetFirstItemInInventory(oItem2);
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while(GetIsObjectValid(oItem3))
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{
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SetPlotFlag(oItem3,FALSE);
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DestroyObject(oItem3);
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oItem3 = GetNextItemInInventory(oItem2);
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}
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SetPlotFlag(oItem2,FALSE);
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DestroyObject(oItem2);
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oItem2 = GetNextItemInInventory(oItem);
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}
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}
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DestroyObject(oItem);
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oItem = GetNextItemInInventory(oImage);
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}
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// remove non-visible equipped items
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int i;
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for(i=0;i<NUM_INVENTORY_SLOTS;i++)//equipment
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{
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oItem = GetItemInSlot(i, oImage);
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if(GetIsObjectValid(oItem))
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{
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if(i == INVENTORY_SLOT_HEAD || i == INVENTORY_SLOT_CHEST ||
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i == INVENTORY_SLOT_RIGHTHAND || i == INVENTORY_SLOT_LEFTHAND ||
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i == INVENTORY_SLOT_CLOAK) // visible equipped items
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{
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SetDroppableFlag(oItem, FALSE);
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SetItemCursedFlag(oItem, TRUE);
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// remove all item properties
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itemproperty ipLoop=GetFirstItemProperty(oItem);
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while (GetIsItemPropertyValid(ipLoop))
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{
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RemoveItemProperty(oItem, ipLoop);
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ipLoop=GetNextItemProperty(oItem);
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}
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}
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else // can't see it so destroy
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{
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SetPlotFlag(oItem,FALSE);
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DestroyObject(oItem);
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}
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}
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}
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TakeGoldFromCreature(GetGold(oImage), oImage, TRUE);
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}
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void MakeMoreImages(object oImage, int iImages, int nDuration)
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{
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string sImage = "PC_IMAGE"+ObjectToString(OBJECT_SELF)+"mirror";
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effect eImage = EffectCutsceneParalyze();
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eImage = SupernaturalEffect(eImage);
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effect eGhost = EffectCutsceneGhost();
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eGhost = SupernaturalEffect(eGhost);
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effect eNoSpell = EffectSpellFailure(100);
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eNoSpell = SupernaturalEffect(eNoSpell);
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int iPlus;
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for (iPlus = 0; iPlus < iImages; iPlus++)
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{
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object oImage2 = CopyObject(oImage, GetLocation(OBJECT_SELF), OBJECT_INVALID, sImage);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eImage, oImage2);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eNoSpell, oImage2);
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ChangeFaction(oImage2, oImage);
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SetIsTemporaryFriend(OBJECT_SELF, oImage2, FALSE);
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DelayCommand(3.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, oImage2));
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DestroyObject(oImage2, TurnsToSeconds(nDuration)); // they dissapear after a minute per level
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}
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}
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void RemoveExtraImages()
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{
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string sImage1 = "PC_IMAGE"+ObjectToString(OBJECT_SELF)+"mirror";
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string sImage2 = "PC_IMAGE"+ObjectToString(OBJECT_SELF)+"flurry";
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object oCreature = GetFirstObjectInArea(GetArea(OBJECT_SELF));
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while (GetIsObjectValid(oCreature))
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{
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if(GetTag(oCreature) == sImage1 || GetTag(oCreature) == sImage2)
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{
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DestroyObject(oCreature, 0.0);
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}
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oCreature = GetNextObjectInArea(GetArea(OBJECT_SELF));;
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}
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}
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void main2()
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{
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int iLevel = PRCGetCasterLevel(OBJECT_SELF);
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int iAdd = iLevel/3;
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int iImages = d4(1) + iAdd;
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if(iImages >8)
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iImages = 8;
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int nDuration = iLevel;
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//Enter Metamagic conditions
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int nMetaMagic = PRCGetMetaMagicFeat();
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if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND))
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{
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nDuration = nDuration *2; //Duration is +100%
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}
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string sImage = "PC_IMAGE"+ObjectToString(OBJECT_SELF)+"mirror";
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effect eImage = EffectCutsceneParalyze();
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eImage = SupernaturalEffect(eImage);
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effect eGhost = EffectCutsceneGhost();
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eGhost = SupernaturalEffect(eGhost);
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effect eNoSpell = EffectSpellFailure(100);
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eNoSpell = SupernaturalEffect(eNoSpell);
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// make, then clean up, first image and copy it, not the PC for subsequent images
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object oImage = CopyObject(OBJECT_SELF, GetLocation(OBJECT_SELF), OBJECT_INVALID, sImage);
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CleanCopy(oImage);
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// images will have only 1 HP
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int iHP = GetCurrentHitPoints(oImage);
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--iHP;
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effect eDamage = PRCEffectDamage(oImage, iHP); // reduces image to 1 hp
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// these need to be applied to every image
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eImage, oImage);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eNoSpell, oImage);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDamage, oImage);
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if(!GetIsPC(OBJECT_SELF))
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ChangeFaction(oImage, OBJECT_SELF);
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else
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ChangeToStandardFaction(oImage, STANDARD_FACTION_DEFENDER);
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SetIsTemporaryFriend(OBJECT_SELF, oImage, FALSE);
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DelayCommand(3.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, oImage));
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DestroyObject(oImage, TurnsToSeconds(nDuration)); // they dissapear after a minute per level
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--iImages; // made one already
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DelayCommand(0.2, MakeMoreImages(oImage, iImages, nDuration));
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}
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_ILLUSION);
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/*
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Spellcast Hook Code
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Added 2003-06-23 by GeorgZ
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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DelayCommand(0.0, RemoveExtraImages());
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DelayCommand(0.1, main2());
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the local integer storing the spellschool name
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}
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