//:://///////////////////////////////////////////// //:: Etherealness //:: x0_s0_ether.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Like sanctuary except almost always guaranteed to work. Lasts one turn per level. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Jan 7, 2002 //::////////////////////////////////////////////// //:: altered by mr_bumpkin Dec 4, 2003 for prc stuff #include "prc_inc_spells" #include "prc_add_spell_dc" #include "prc_inc_teleport" void main() { DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR"); SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_TRANSMUTATION); /* Spellcast Hook Code Added 2003-06-20 by Georg If you want to make changes to all spells, check x2_inc_spellhook.nss to find out more */ if (!X2PreSpellCastCode()) { // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell return; } // End of Spell Cast Hook //Declare major variables object oTarget = PRCGetSpellTargetObject(); effect eVis = EffectVisualEffect(VFX_DUR_SANCTUARY); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); effect eSanc = EffectEthereal(); effect eLink = EffectLinkEffects(eVis, eSanc); eLink = EffectLinkEffects(eLink, eDur); int CasterLvl = PRCGetCasterLevel(OBJECT_SELF); int nDuration = CasterLvl; //Enter Metamagic conditions int nMetaMagic = PRCGetMetaMagicFeat(); if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND)) { nDuration = nDuration *2; //Duration is +100% } //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_ETHEREALNESS, FALSE)); // Make a check to see nothing is preventing extra-dimensional movement if(GetCanTeleport(oTarget, GetLocation(oTarget), FALSE, TRUE)) { //Apply the VFX impact and effects SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration),TRUE,-1,CasterLvl); } DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR"); // Erasing the variable used to store the spell's spell school }