PRC8/trunk/smp/phs_s_blur.nss

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/*:://////////////////////////////////////////////
//:: Spell Name Blur
//:: Spell FileName PHS_S_Blur
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Blur
Illusion (Glamer)
Level: Brd 2,Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject<63>s outline appears blurred, shifting and wavering. This distortion
grants the subject concealment (20% consealment).
A see invisibility spell does not counteract the blur effect, but a true seeing spell does.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Note: There is NO way I think to make trueseeing disable this, UNLESS it
is in-built already!
It just provides 20% concealment. It is impossible to adjust melee
attackers who can only hear the target, or blind people, to ignore it, unless
it is built in (it might be already in)
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell hook check.
if(!PHS_SpellHookCheck()) return;
// Declare Major Variables
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject();
int nCasterLevel = PHS_GetCasterLevel();
int nMetaMagic = PHS_GetMetaMagicFeat();
// Make sure they are not immune to spells
if(PHS_TotalSpellImmunity(oTarget)) return;
// Determine duration in minutes
float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
// Declare effefcts and link
effect eDur = EffectVisualEffect(VFX_DUR_BLUR);
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
// The invisibility concealment of 20%
effect eConceal = EffectConcealment(20, MISS_CHANCE_TYPE_NORMAL);
// Link effects
effect eLink = EffectLinkEffects(eDur, eConceal);
eLink = EffectLinkEffects(eLink, eCessate);
// Remove pervious castings of it
PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_BLUR, oTarget);
// Fire cast spell at event for the specified target
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_BLUR, FALSE);
// Apply VNF and effect.
PHS_ApplyDuration(oTarget, eLink, fDuration);
}