PRC8/nwn/nwnprc/trunk/smp/phs_s_displacemt.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
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.
2024-02-11 14:01:05 -05:00

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/*:://////////////////////////////////////////////
//:: Spell Name Displacement
//:: Spell FileName PHS_S_Displacemt
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Illusion (Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject of this spell appears to be about 2 feet away from its true
location (not visibally in NwN). The creature benefits from 50% concealment
as if it had total concealment. However, unlike actual total concealment,
displacement does not prevent enemies from targeting the creature normally.
Material Component: A small strip of leather twisted into a loop.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
I don't think I can get it so True Seeing pierces this, nor the right
visual effect.
Can apply the 50% concealment fine.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell hook check.
if(!PHS_SpellHookCheck(PHS_SPELL_DISPLACEMENT)) return;
// Declare major variables
object oTarget = GetSpellTargetObject(); // Should be object self.
int nCasterLevel = PHS_GetCasterLevel();
int nMetaMagic = PHS_GetMetaMagicFeat();
// Duration in rounds
float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
// Make sure they are not immune to spells
if(PHS_TotalSpellImmunity(oTarget)) return;
// Declare effects
effect eMiss = EffectConcealment(50, MISS_CHANCE_TYPE_NORMAL);
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
effect eVis = EffectVisualEffect(SPELL_MAGE_ARMOR);
// Link
effect eLink = EffectLinkEffects(eMiss, eCessate);
// Signal event spell cast at
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_DISPLACEMENT, FALSE);
// Remove previous castings
PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_DISPLACEMENT, oTarget);
// Apply effects
PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
}