Further file organization
Further file organization
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nwn/nwnprc/trunk/smp/phs_s_stinkclou.nss
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55
nwn/nwnprc/trunk/smp/phs_s_stinkclou.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Stinking Cloud
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//:: Spell FileName PHS_S_StinkClou
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Conjuration (Creation)
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Level: 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: Medium (20M)
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Effect: Cloud spreads in 6.67M (20-ft.) radius
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Duration: 1 round/level
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Saving Throw: Fortitude negates; see text
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Spell Resistance: No
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Stinking cloud creates a bank of fog like that created by fog cloud, except
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that the vapors are nauseating. Living creatures in the cloud become dazed.
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This condition lasts as long as the creature is in the cloud and for 1d4+1
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rounds after it leaves. (Roll separately for each nauseated character.) Any
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creature that succeeds on its save but remains in the cloud must continue
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to save each round on your turn.
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Material Component: A rotten egg or several skunk cabbage leaves.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Can use the default sized AOE. It dazes until they leave the AOE - fair enough.
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This is one spell Bioware got mainly correct - except no SR checks now :-)
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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_STINKING_CLOUD)) return;
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// Declare major variables
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location lTarget = GetSpellTargetLocation();
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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// Duration - 1 round/level
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float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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// Declare effects
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effect eAOE = EffectAreaOfEffect(PHS_AOE_PER_STINKING_CLOUD);
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effect eImpact = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_NATURE);
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// Apply effects
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PHS_ApplyLocationDurationAndVFX(lTarget, eImpact, eAOE, fDuration);
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}
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