forked from Jaysyn/PRC8
59 lines
2.1 KiB
Plaintext
59 lines
2.1 KiB
Plaintext
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/*:://////////////////////////////////////////////
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//:: Spell Name Animate Objects
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//:: Spell FileName PHS_S_AnimateObj
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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: Brd 6, Chaos 6, Clr 6
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Components: V, S
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Casting Time: 1 standard action
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Range: Medium (20M)
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Targets: One Small object per caster level; see text
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Duration: 1 round/level
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Saving Throw: None
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Spell Resistance: No
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Description.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Rating: 8: need more appearances, as creatures, so maybe can animate chests
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to attack and so on. Chest already exsists for this. Might work fine.
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Placeholder script.
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What might happen:
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- Targets placables
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- If not plot, and not containing items (but can be trapped still) we check the tag
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- Depending on the tag, we destroy the placable, and replace it with a monster
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we have animated (or it failes if the tag doesn't match anything).
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- We copy the placable we destroy to a location in the spells area (yeah,
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at one point) which is then stored on the module/spells area/creature.
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- End of the duration, recopy the object back to where the new location is
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and destroy the copy of the original. This new copy will then occupy that
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spot (which might get in the way of non-PC things, so maybe a variable
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for them so monsters keep attacking the object).
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Notes:
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- Should Animated Objects still have thier hardness? Probably so (in
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a way), but have bad stats (be damage soakers). That'll mean 5DR to everything
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then, normally.
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- The AI is so basic it probably won't follow the master and just attacks
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things it "see's".
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- Added as a henchman? Or a cutscene dominated thing?
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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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void main()
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{
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}
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