Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
73 lines
2.5 KiB
Plaintext
73 lines
2.5 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Blur
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//:: Spell FileName PHS_S_Blur
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Blur
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Illusion (Glamer)
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Level: Brd 2,Sor/Wiz 2
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Components: V
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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 min./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’s outline appears blurred, shifting and wavering. This distortion
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grants the subject concealment (20% consealment).
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A see invisibility spell does not counteract the blur effect, but a true seeing spell does.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Note: There is NO way I think to make trueseeing disable this, UNLESS it
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is in-built already!
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It just provides 20% concealment. It is impossible to adjust melee
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attackers who can only hear the target, or blind people, to ignore it, unless
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it is built in (it might be already in)
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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()) 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 effefcts and link
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effect eDur = EffectVisualEffect(VFX_DUR_BLUR);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// The invisibility concealment of 20%
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effect eConceal = EffectConcealment(20, MISS_CHANCE_TYPE_NORMAL);
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// Link effects
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effect eLink = EffectLinkEffects(eDur, eConceal);
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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_BLUR, oTarget);
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// Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_BLUR, FALSE);
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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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