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.
37 lines
1.2 KiB
Plaintext
37 lines
1.2 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Forcecage: On Enter
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//:: Spell FileName PHS_S_ForcecageA
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Needs 4 placeables for the bars, and an AOE within the centre of it. If
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any of the bars are destroyed (via. disintegration ETC), it means the entire
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spell collapses.
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The AOE is plotted too, and does the correct 50% vs ranged attack consealment
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as they will have to shoot through the bars.
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On Enter: Only apply a 50% concealment versus ranged attacks.
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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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// Heartbeat checks the caster, not here. Here doesn't need the caster!
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// Declare major variables
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object oTarget = GetEnteringObject();
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// Declare effects
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effect eDur = EffectConcealment(50, MISS_CHANCE_TYPE_VS_RANGED);
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// Fire cast spell at event for the target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_FORCECAGE);
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// Apply effects
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PHS_AOE_OnEnterEffects(eDur, oTarget, PHS_SPELL_FORCECAGE);
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}
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