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.
78 lines
3.0 KiB
Plaintext
78 lines
3.0 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Invisibility Sphere
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//:: Spell FileName PHS_S_InvisSph
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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, S, M
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Casting Time: 1 standard action
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Range: Personal or touch
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Area: 3.33-M.-radius emanation around the creature or object touched
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Duration: 1 min./level (D)
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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This spell functions like invisibility, except that this spell confers
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invisibility upon all creatures within 3.33-M of the recipient. The center
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of the effect is mobile with the recipient.
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Any affected creature moving out of the area becomes visible, but creatures
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moving into the area after the spell is cast do not become invisible. Affected
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creatures (other than the recipient) who attack negate the invisibility only
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for themselves. If the spell recipient attacks, the invisibility sphere ends.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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This will apply the invisiblity and AOE as one link - so that when the
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person attacks, the entire AOE gets removed :-)
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Also note that the effects for invsibility are only applied for the first
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1.0 seconds, and only applied OnEnter if this is set.
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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_INVISIBILITY_SPHERE)) return;
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// Declare Major Variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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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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// Determine duration in minutes
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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// Declare effects
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effect eInvisibility = EffectInvisibility(INVISIBILITY_TYPE_NORMAL);
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effect eAOE = EffectAreaOfEffect(PHS_AOE_MOB_INVISIBILITY_SPHERE);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eInvisibility, eAOE);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Remove pervious castings of it
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_INVISIBILITY_SPHERE, oTarget);
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// Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_INVISIBILITY_SPHERE, FALSE);
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// Set local on the CASTER (IE: Creator of the AOE)
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SetLocalInt(oCaster, "PHS_SPELL_INVISIBILITY_SPHERE_CAST", TRUE);
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DelayCommand(0.5, DeleteLocalInt(oCaster, "PHS_SPELL_INVISIBILITY_SPHERE_CAST"));
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// Apply VNF and effect.
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PHS_ApplyDuration(oTarget, eLink, fDuration);
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}
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