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.
100 lines
3.3 KiB
Plaintext
100 lines
3.3 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Passwall
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//:: Spell FileName PHS_S_Passwall
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation
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Level: Sor/Wiz 5
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Components: V, S, M
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Casting Time: 1 standard action
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Range: Touch
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Effect: 2M. by 6M. opening, 3M. deep plus 1.5M. deep per three additional
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levels
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Duration: 1 hour/level (D)
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Saving Throw: None
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Spell Resistance: No
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DM Spell: Yes
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This is a DM spell only. The description below describes what should happen.
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Only a visual effect applied at the target location and notification of the
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duration will be told to DM's who can then move people through suitable
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walls.
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You create a passage through wooden, plaster, or stone walls, but not through
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metal or other harder materials. The passage is 3 meters deep plus an
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additional 1.5 meters deep per three caster levels above 9th (4.5 meters at
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12th, 6 meters at 15th, and a maximum of 7.5 meters deep at 18th level). If
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the wall’s thickness is more than the depth of the passage created, then a
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single passwall simply makes a niche or short tunnel. Several passwall spells
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can then form a continuing passage to breach very thick walls. When passwall
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ends, creatures within the passage are ejected out the nearest exit. If
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someone dispels the passwall or you dismiss it, creatures in the passage are
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ejected out the far exit, if there is one, or out the sole exit if there is
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only one.
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Material Component: A pinch of sesame seeds.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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DM spell only.
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Will report to a DM, and play some VFX.
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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_PASSWALL)) return;
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// Declare Major Variables
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object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF
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int nCasterLevel = PHS_GetCasterLevel();
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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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// Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_PASSWALL, FALSE);
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// Create the VFX
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effect eVis = EffectVisualEffect(VFX_IMP_AC_BONUS);
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// Apply the effect.
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PHS_ApplyVFX(oTarget, eVis);
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// Send DM's the message on the amount of wall to pass through
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// The passage is 3 meters deep plus an additional 1.5 meters deep per
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// three caster levels above 9th (4.5 meters at 12th, 6 meters at 15th,
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// and a maximum of 7.5 meters deep at 18th level).
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float fMeters = 3.0;
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if(nCasterLevel >= 18)
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{
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fMeters = 7.5;
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}
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else if(nCasterLevel >= 15)
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{
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fMeters = 6.0;
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}
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else if(nCasterLevel >= 12)
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{
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fMeters = 4.5;
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}
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else // if(nCasterLevel >= 0)
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{
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fMeters = 3.0;
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}
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// Signal the spell cast to DM's.
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PHS_AlertDMsOfSpell("Passwall", FALSE, nCasterLevel);
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// Report size of tunnel
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SendMessageToAllDMs("Passwall size: " + FloatToString(fMeters));
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}
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