forked from Jaysyn/PRC8
67 lines
2.3 KiB
Plaintext
67 lines
2.3 KiB
Plaintext
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/*:://////////////////////////////////////////////
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//:: Spell Name Overland Flight
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//:: Spell FileName PHS_S_OverldFli
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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: Sor/Wiz 5
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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 hour/level
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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This spell functions like a fly spell, except you can fly much faster, and
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can cover 40 meters in one go. Using a flying spell requires only as much
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concentration as walking, so the subject can just select a point and instantly
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fly there, unless there are inhibiting winds. You can only fly outside,
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above ground.
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Arcane Focus: A wing feather from any bird.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As Fly, except a 40M range, and only targetable on self.
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Fairly simple. Uses a similar "Fly" thing, but a seperate power on the
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class item, as it is a longer range.
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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_OVERLAND_FLIGHT)) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF
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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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// Duration in hours
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float fDuration = PHS_GetDuration(PHS_HOURS, nCasterLevel, nMetaMagic);
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// Declare effects
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eVis = EffectVisualEffect(VFX_IMP_PULSE_WIND);
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// Remove pervious castings of it
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_OVERLAND_FLIGHT, oTarget);
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// Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_OVERLAND_FLIGHT, FALSE);
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// Apply VNF and effect.
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PHS_ApplyDurationAndVFX(oTarget, eVis, eDur, fDuration);
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}
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