Further file organization
Further file organization
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nwn/nwnprc/trunk/smp/phs_s_airwalk.nss
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nwn/nwnprc/trunk/smp/phs_s_airwalk.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Air Walk
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//:: Spell FileName PHS_S_AirWalk
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation [Air]
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Level: Air 4, Clr 4, Drd 4
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Components: V, S, DF
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Casting Time: 1 standard action
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Range: Touch
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Target: Creature (Gargantuan or smaller) touched
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Duration: 10 min./level
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Saving Throw: None
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Spell Resistance: Yes (harmless)
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This is a DM run spell, and this spell only applies a visual effect.
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The subject can tread on air as if walking on solid ground. Moving upward is
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similar to walking up a hill. The maximum upward or downward angle possible
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is 45 degrees, at a rate equal to one-half the air walker<65>s normal speed.
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A strong wind (21+ mph) can push the subject along or hold it back. At the
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end of its turn each round, the wind blows the air walker 5 feet for each 5
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miles per hour of wind speed. The creature may be subject to additional
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penalties in exceptionally strong or turbulent winds, such as loss of control
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over movement or physical damage from being buffeted about.
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Should the spell duration expire while the subject is still aloft, the magic
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fails slowly. The subject floats downward 60 feet per round for 1d6 rounds.
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If it reaches the ground in that amount of time, it lands safely. If not, it
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falls the rest of the distance, taking 1d6 points of damage per 10 feet of
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fall. Since dispelling a spell effectively ends it, the subject also
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descends in this way if the air walk spell is dispelled, but not if it is
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negated by an antimagic field.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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DM run spell.
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Visual effect, thats about it.
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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 oTarget = GetSpellTargetObject();
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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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// Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_AIR_WALK, FALSE);
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// Create an air pulse effect
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effect eVis = EffectVisualEffect(VFX_IMP_PULSE_WIND);
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// Apply the effect.
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PHS_ApplyVFX(oTarget, eVis);
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// Signal the spell cast to DM's.
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PHS_AlertDMsOfSpell("Air Walk", PHS_GetSpellSaveDC(), PHS_GetCasterLevel());
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}
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