forked from Jaysyn/PRC8
66 lines
2.4 KiB
Plaintext
66 lines
2.4 KiB
Plaintext
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/*:://////////////////////////////////////////////
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//:: Spell Name Entropic Shield
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//:: Spell FileName PHS_S_EntropicSh
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Abjuration
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Level: Clr 1, Luck 1
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Components: V, S
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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: 1 min./level (D)
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A magical field appears around you, glowing with a chaotic blast of
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multicolored hues. This field deflects incoming arrows, rays, and other
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ranged attacks. Each ranged attack directed at you for which the attacker
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must make an attack roll has a 20% miss chance (similar to the effects of
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concealment). Other attacks that simply work at a distance are not affected.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As the spell says, really. 20% consealment vs. ranged attacks
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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_ENTROPIC_SHIELD)) return;
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// Declare 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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// Make sure they are not immune to spells
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if(PHS_TotalSpellImmunity(oTarget)) return;
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// Determine duration in minutes
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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// Declare effefcts and link
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effect eDur = EffectVisualEffect(PHS_VFX_DUR_ENTROPIC_SHIELD);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// The invisibility concealment of 20% vs ranged
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effect eConceal = EffectConcealment(20, MISS_CHANCE_TYPE_VS_RANGED);
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// Link effects
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effect eLink = EffectLinkEffects(eDur, eConceal);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Remove pervious castings of it
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_ENTROPIC_SHIELD, oTarget);
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//Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_ENTROPIC_SHIELD, FALSE);
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// Apply VNF and effect.
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PHS_ApplyDuration(oTarget, eLink, fDuration);
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}
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