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.
67 lines
2.0 KiB
Plaintext
67 lines
2.0 KiB
Plaintext
//:://////////////////////////////////////////////
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//:: Name Aura of Cold
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//:: FileName sp_auracold.nss
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//:://////////////////////////////////////////////
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/** @file Transmutation [Cold]
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Level: Cleric 3, Druid 3, Disciple of Thrym 3, Paladin 4, Ranger 4,
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Components: V, S, DF,
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Casting Time: 1 standard action
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Range: 5 ft.
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Area: 5-ft.-radius spherical emanation, centered on you
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Duration: 1 round/level (D)
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Saving Throw: None
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Spell Resistance: Yes
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You are covered in a thin layer of white frost and frigid cold emanates from your
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body, dealing 1d6 points of cold damage at the start of your round to each creature
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within 5 feet.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Tenjac
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//:: Created On: 6/8/2022
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//:://////////////////////////////////////////////
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#include "prc_sp_func"
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#include "prc_add_spell_dc"
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void DoCold(object oPC, int nRounds)
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{
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if(nRounds > 0)
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{
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location lLoc=GetLocation(oPC);
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//Do the AoE
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE,FeetToMeters(5.0), lLoc);
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{
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while(GetIsObjectValid(oTarget))
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{
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if(oTarget != oPC)
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{
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(d6(1), DAMAGE_TYPE_COLD), oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_FROST_S), oTarget);
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}
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(5.0), lLoc);
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}
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}
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nRounds--;
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DelayCommand(6.0f, DoCold(oPC, nRounds));
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}
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}
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_TRANSMUTATION);
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object oPC = OBJECT_SELF;
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int nCasterLvl = PRCGetCasterLevel(oPC);
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float fDur = RoundsToSeconds(nCasterLvl);
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int nMetaMagic = PRCGetMetaMagicFeat();
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if(nMetaMagic & METAMAGIC_EXTEND) fDur += fDur;
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int nRounds = nCasterLvl;
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if(nMetaMagic & METAMAGIC_EXTEND) nRounds += nRounds;
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_AURA_PULSE_BLUE_WHITE), oPC, fDur);
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DoCold(oPC, nRounds);
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PRCSetSchool();
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} |