Further file organization

Further file organization
This commit is contained in:
Jaysyn904
2023-08-23 22:11:00 -04:00
parent 3062876237
commit d87fe14826
22364 changed files with 0 additions and 3253 deletions

View File

@@ -0,0 +1,55 @@
/*:://////////////////////////////////////////////
//:: Spell Name Stinking Cloud
//:: Spell FileName PHS_S_StinkClou
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (20M)
Effect: Cloud spreads in 6.67M (20-ft.) radius
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: No
Stinking cloud creates a bank of fog like that created by fog cloud, except
that the vapors are nauseating. Living creatures in the cloud become dazed.
This condition lasts as long as the creature is in the cloud and for 1d4+1
rounds after it leaves. (Roll separately for each nauseated character.) Any
creature that succeeds on its save but remains in the cloud must continue
to save each round on your turn.
Material Component: A rotten egg or several skunk cabbage leaves.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Can use the default sized AOE. It dazes until they leave the AOE - fair enough.
This is one spell Bioware got mainly correct - except no SR checks now :-)
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell hook check.
if(!PHS_SpellHookCheck(PHS_SPELL_STINKING_CLOUD)) return;
// Declare major variables
location lTarget = GetSpellTargetLocation();
int nCasterLevel = PHS_GetCasterLevel();
int nMetaMagic = PHS_GetMetaMagicFeat();
// Duration - 1 round/level
float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
// Declare effects
effect eAOE = EffectAreaOfEffect(PHS_AOE_PER_STINKING_CLOUD);
effect eImpact = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_NATURE);
// Apply effects
PHS_ApplyLocationDurationAndVFX(lTarget, eImpact, eAOE, fDuration);
}