forked from Jaysyn/PRC8
78 lines
2.8 KiB
Plaintext
78 lines
2.8 KiB
Plaintext
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/*:://////////////////////////////////////////////
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//:: Spell Name Freedom of Movement
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//:: Spell FileName phs_s_freedommov
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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1 creature touched. 10 min/level duration.
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It removes slow, paralysis, entangle and movement speed decreases caused
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by spells and spell-like effects on the target. It also makes them immune
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to the same.
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//:://///////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Almost like 3.5E, apart from no grappling or underwater stuff to worry
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about.
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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_FREEDOM_OF_MOVEMENT)) 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 nMetaMagic = PHS_GetMetaMagicFeat();
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int nCasterLevel = PHS_GetCasterLevel();
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effect eCheck;
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int nType;
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// Duration is 10 turns/level
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel * 10, nMetaMagic);
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// Declare effects
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effect eDur = EffectVisualEffect(VFX_DUR_FREEDOM_OF_MOVEMENT);
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effect eParalysis = EffectImmunity(IMMUNITY_TYPE_PARALYSIS);
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effect eEntangle = EffectImmunity(IMMUNITY_TYPE_ENTANGLE);
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effect eSlow = EffectImmunity(IMMUNITY_TYPE_SLOW);
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effect eMove = EffectImmunity(IMMUNITY_TYPE_MOVEMENT_SPEED_DECREASE);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eParalysis, eDur);
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eLink = EffectLinkEffects(eLink, eEntangle);
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eLink = EffectLinkEffects(eLink, eSlow);
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eLink = EffectLinkEffects(eLink, eMove);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_FREEDOM_OF_MOVEMENT, FALSE);
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// Remove previous castings of freedom of movement (even if it doesn't stack)
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_FREEDOM_OF_MOVEMENT, oTarget);
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// Remove slow, entangle (web), paralysis, and movement speed decreases.
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eCheck = GetFirstEffect(oTarget);
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// Loop effects
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while(GetIsEffectValid(eCheck))
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{
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nType = GetEffectType(eCheck);
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if(nType == EFFECT_TYPE_PARALYZE ||
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nType == EFFECT_TYPE_ENTANGLE ||
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nType == EFFECT_TYPE_SLOW ||
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nType == EFFECT_TYPE_MOVEMENT_SPEED_DECREASE)
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{
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RemoveEffect(oTarget, eCheck);
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}
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eCheck = GetNextEffect(oTarget);
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}
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// Apply immuntities and visuals.
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PHS_ApplyDuration(oTarget, eLink, fDuration);
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}
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