Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
67 lines
2.3 KiB
Plaintext
67 lines
2.3 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Displacement
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//:: Spell FileName PHS_S_Displacemt
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Illusion (Glamer)
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Level: Brd 3, Sor/Wiz 3
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Components: V, M
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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 round/level (D)
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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The subject of this spell appears to be about 2 feet away from its true
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location (not visibally in NwN). The creature benefits from 50% concealment
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as if it had total concealment. However, unlike actual total concealment,
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displacement does not prevent enemies from targeting the creature normally.
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Material Component: A small strip of leather twisted into a loop.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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I don't think I can get it so True Seeing pierces this, nor the right
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visual effect.
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Can apply the 50% concealment fine.
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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_DISPLACEMENT)) return;
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// Declare major variables
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object oTarget = GetSpellTargetObject(); // Should be object self.
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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// Duration in rounds
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float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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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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// Declare effects
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effect eMiss = EffectConcealment(50, MISS_CHANCE_TYPE_NORMAL);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eVis = EffectVisualEffect(SPELL_MAGE_ARMOR);
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// Link
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effect eLink = EffectLinkEffects(eMiss, eCessate);
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// Signal event spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_DISPLACEMENT, FALSE);
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// Remove previous castings
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_DISPLACEMENT, oTarget);
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// Apply effects
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PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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