/*::////////////////////////////////////////////// //:: Spell Name Glitterdust //:: Spell FileName PHS_S_Glitterdst //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// 20M range, 3.3M radius, blindness (will negates) removes invisiblity from enemies, and -40 on hide checks. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// -40 to hide checks, for those inside the AOE when it hits. Use a specific AOE visual, which lasts for 6.0 seconds. Needs a single-target duration visual really, too. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { // Check item useage. if(!PHS_SpellHookCheck(PHS_SPELL_GLITTERDUST)) return; // Declare major variables object oCaster = OBJECT_SELF; object oTarget; location lTarget = GetSpellTargetLocation(); int nCasterLevel = PHS_GetCasterLevel(); int nMetaMagic = PHS_GetMetaMagicFeat(); int nSpellSaveDC = PHS_GetSpellSaveDC(); float fDelay; // Get duration in rounds. float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic); // Declare Effects //effect eVis = EffectVisualEffect(VFX_IMP_BREACH); // Glisteny! effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); // Penalty of -40 hide whatever effect ePenalty = EffectSkillDecrease(SKILL_HIDE, 40); effect ePenaltyLink = EffectLinkEffects(eCessate, ePenalty); // Save VS blindness effect eBlindDur = EffectVisualEffect(VFX_DUR_BLIND); effect eBlind = EffectBlindness(); effect eBlindLink = EffectLinkEffects(eBlindDur, eBlind); eBlindLink = EffectLinkEffects(eCessate, eBlindLink); // Apply AOE location explosion effect eAOE = EffectVisualEffect(PHS_VFX_FNF_GLITTERDUST); PHS_ApplyLocationDuration(lTarget, eAOE, 6.0); // Get all targets in a sphere, medium (3.3) radius, objects oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lTarget, TRUE); // Loop targets while(GetIsObjectValid(oTarget)) { // PvP Check if(!GetIsReactionTypeFriendly(oTarget, oCaster)) { // Fire cast spell at event for the specified target PHS_SignalSpellCastAt(oTarget, PHS_SPELL_GLITTERDUST); // Get the distance between the explosion and the target to calculate delay fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20; // No current needed impact effect. // Remove invisibility effects PHS_RemoveSpecificEffect(EFFECT_TYPE_IMPROVEDINVISIBILITY, oTarget); PHS_RemoveSpecificEffect(EFFECT_TYPE_INVISIBILITY, oTarget); // Apply penalty to saves DelayCommand(fDelay, PHS_ApplyDuration(oTarget, ePenaltyLink, fDuration)); // Apply blindness on a failed will save if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NONE, OBJECT_SELF, fDelay)) { // Apply penalty to saves DelayCommand(fDelay, PHS_ApplyDuration(oTarget, eBlindLink, fDuration)); } } // Get Next Target oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lTarget, TRUE); } }