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.
53 lines
2.0 KiB
Plaintext
53 lines
2.0 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Obscuring Mist
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//:: Spell FileName PHS_S_ObscMist
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Range: Personal
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Effect: Cloud spreads in 6.67M.-radius from you
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Duration: 1 min./level
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Saving Throw: None
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Spell Resistance: No
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A misty vapor arises around you. It is stationary once created. The vapor
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obscures all sight, including darkvision, giving the effect of partial
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consealment to melee attacks (20% miss chance). Creatures farther away for
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ranged attacks have total concealment (50% miss chance).
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A moderate wind (11+ mph), such as from a gust of wind spell, disperses the
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fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A
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fireball, flame strike, or similar spell burns away the fog in the explosive
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or fiery spell’s area. A wall of fire burns away the fog if the centre of
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the fog overlaps with the fire.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Easy peasy. Applies the spell - should be only able to be cast at self.
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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_OBSCURING_MIST)) 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 in minutes
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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// Declare effects
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effect eAOE = EffectAreaOfEffect(PHS_AOE_PER_OBSCURING_MIST);
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// Impact VFX
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effect eImpact = EffectVisualEffect(PHS_VFX_FNF_GAS_EXPLOSION_MIST);
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// Apply effects
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PHS_ApplyLocationDurationAndVFX(lTarget, eImpact, eAOE, fDuration);
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}
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