Initial upload.
Adding base PRC 4.19a files to repository.
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trunk/smp/phs_s_fly.nss
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68
trunk/smp/phs_s_fly.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Fly
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//:: Spell FileName PHS_S_Fly
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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 3, Travel 3
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Components: V, S, F/DF
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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
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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The subject can fly from point to point. Using a fly spell requires only as
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much concentration as walking, so the subject can just select a point and
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instantly fly there, unless there are inhibiting winds. You can fly a total
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of 20 meters in one go. You can only fly outside, 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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New trigger for "No flying".
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Cannot fly in high-wind areas (local variable on the area too).
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Teleport stuff applies too.
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Flying is 20M range, anyone can be targeted. Overland Flight is 40M 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_FLY)) 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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// Duration in minutes
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float fDuration = PHS_GetDuration(PHS_MINUTES, 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_FLY, oTarget);
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// Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_FLY, 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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