forked from Jaysyn/PRC8
85 lines
2.9 KiB
Plaintext
85 lines
2.9 KiB
Plaintext
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/*:://////////////////////////////////////////////
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//:: Spell Name Dimensional Anchor
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//:: Spell FileName PHS_S_dimenanchr
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Dimensional Anchor
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Abjuration
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Level: Clr 4, Sor/Wiz 4
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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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Effect: Ray
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Duration: 1 min./level
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Saving Throw: None
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Spell Resistance: Yes
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A ray springs from your outstretched hand. You must make a ranged
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touch attack to hit the target. Any creature or object struck by the ray is
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covered with a shimmering emerald field that completely blocks
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extradimensional travel. Forms of movement barred by a dimensional anchor
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include astral projection, blink, dimension door, ethereal jaunt,
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etherealness, gate, maze, plane shift, shadow walk, teleport, and similar
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spell-like or psionic abilities. The spell also prevents the use of a gate
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or teleportation circle for the duration of the spell.
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A dimensional anchor does not interfere with the movement of creatures
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already in ethereal or astral form when the spell is cast, nor does it
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block extradimensional perception or attack forms. Also, dimensional anchor
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does not prevent summoned creatures from disappearing at the end of a
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summoning spell.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Checked for in PHS_CannotTeleport.
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It stops some forms of teleport and so on.
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Also can be checked with GetHasSpellEffect.
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Visual effect only.
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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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// Spell Hook Check
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if(!PHS_SpellHookCheck(PHS_SPELL_DIMENSIONAL_ANCHOR)) return;
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// Delcare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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// 1 min/level
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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// Delcare effects
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effect eDur = EffectVisualEffect(VFX_DUR_FREEDOM_OF_MOVEMENT);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_DIMENSIONAL_ANCHOR);
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// Beam hit/miss. Green ray.
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PHS_ApplyTouchBeam(oTarget, VFX_BEAM_DISINTEGRATE, nTouch);
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// Touch attack - Ray ranged
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if(PHS_SpellTouchAttack(PHS_TOUCH_RAY, oTarget, TRUE))
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{
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// Spell resistance and immunity
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if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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{
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// Remove previous castings of it
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_DIMENSIONAL_ANCHOR, oTarget);
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// Apply new effects
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PHS_ApplyDuration(oTarget, eDur, fDuration);
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}
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}
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}
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