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.
55 lines
1.7 KiB
Plaintext
55 lines
1.7 KiB
Plaintext
//::///////////////////////////////////////////////
|
|
//:: Name Snare
|
|
//:: FileName sp_snare.nss
|
|
//:://////////////////////////////////////////////
|
|
/**@file Snare
|
|
Transmutation
|
|
Level: Rgr 2, Drd 3
|
|
Components: V, S, DF
|
|
Range: Touch
|
|
Target: Area with a 2 ft. diameter + 2 ft./level
|
|
Duration: Until triggered or broken
|
|
Saving Throw: None
|
|
Spell Resistance: No
|
|
|
|
This spell enables you to make a snare that functions
|
|
as a magic trap. When you cast this spell,
|
|
a cordlike object blends with its surroundings
|
|
(Search DC 23 for a character with the trapfinding
|
|
ability to locate). One end of the snare is tied in a
|
|
loop that contracts around one or more of the limbs of
|
|
any creature stepping inside the circle.
|
|
|
|
When triggered, the cordlike object tightens around
|
|
the creature, dealing no damage but causing it to
|
|
be entangled.
|
|
|
|
The snare is magical. To escape, a trapped creature must
|
|
make a DC 23 Strength check that is a full-round action.
|
|
A successful escape from the snare breaks the loop
|
|
and ends the spell.
|
|
|
|
Author: Tenjac
|
|
Created: 8/9/07
|
|
*/
|
|
//:://////////////////////////////////////////////
|
|
//:://////////////////////////////////////////////
|
|
|
|
#include "prc_inc_spells"
|
|
|
|
void main()
|
|
{
|
|
if(!X2PreSpellCastCode()) return;
|
|
|
|
PRCSetSchool(SPELL_SCHOOL_TRANSMUTATION);
|
|
|
|
object oPC = OBJECT_SELF;
|
|
effect eAOE = EffectAreaOfEffect(VFX_PER_SNARE);
|
|
location lLoc = PRCGetSpellTargetLocation();
|
|
|
|
AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 1.0));
|
|
ApplyEffectAtLocation(DURATION_TYPE_PERMANENT, eAOE, lLoc);
|
|
DelayCommand(1.0, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_AC_BONUS), lLoc));
|
|
|
|
PRCSetSchool();
|
|
} |