PRC8/nwn/nwnprc/trunk/smp/phs_s_fogcloud.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
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.
2024-02-11 14:01:05 -05:00

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/*:://////////////////////////////////////////////
//:: Spell Name Fog Cloud
//:: Spell FileName PHS_S_FogCloud
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Conjuration (Creation)
Level: Drd 2, Sor/Wiz 2, Water 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (20M)
Effect: Fog spreads in 6.67-M. radius
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
A bank of fog billows out from the point you designate. The fog obscures all
sight, including darkvision, giving the effect of partial consealment to
melee attacks (20% miss chance). Creatures farther away for ranged attacks
have total concealment (50% miss chance). This is not a magical effect and
is unaffected by mantals, globes and the like.
A moderate wind (11+ mph), disperses the fog in 4 rounds; a strong wind
(21+ mph) disperses the fog in 1 round.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Easy peasy. Applies the spell.
Advantages over Obscuring Mist:
- 20M range.
- Cannot be burnt by a fire spell
- 10 min/level, not 1 min/level.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell hook check.
if(!PHS_SpellHookCheck(PHS_SPELL_FOG_CLOUD)) return;
// Declare major variables
location lTarget = GetSpellTargetLocation();
int nCasterLevel = PHS_GetCasterLevel();
int nMetaMagic = PHS_GetMetaMagicFeat();
// Duration 10 minutes/level
float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel * 10, nMetaMagic);
// Declare effects
effect eAOE = EffectAreaOfEffect(PHS_AOE_PER_FOG_CLOUD);
// Impact VFX
effect eImpact = EffectVisualEffect(PHS_VFX_FNF_GAS_EXPLOSION_MIST);
// Apply effects
PHS_ApplyLocationDurationAndVFX(lTarget, eImpact, eAOE, fDuration);
}