forked from Jaysyn/PRC8
73 lines
2.5 KiB
Plaintext
73 lines
2.5 KiB
Plaintext
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/*:://////////////////////////////////////////////
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//:: Spell Name Blur
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//:: Spell FileName PHS_S_Blur
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Blur
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Illusion (Glamer)
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Level: Brd 2,Sor/Wiz 2
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Components: V
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Casting Time: 1 standard action
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Range: Touch
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Target: Creature touched
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Duration: 1 min./level (D)
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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The subject<63>s outline appears blurred, shifting and wavering. This distortion
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grants the subject concealment (20% consealment).
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A see invisibility spell does not counteract the blur effect, but a true seeing spell does.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Note: There is NO way I think to make trueseeing disable this, UNLESS it
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is in-built already!
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It just provides 20% concealment. It is impossible to adjust melee
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attackers who can only hear the target, or blind people, to ignore it, unless
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it is built in (it might be already in)
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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()) 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(VFX_DUR_BLUR);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// The invisibility concealment of 20%
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effect eConceal = EffectConcealment(20, MISS_CHANCE_TYPE_NORMAL);
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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_BLUR, oTarget);
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// Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_BLUR, 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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