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.
62 lines
2.2 KiB
Plaintext
62 lines
2.2 KiB
Plaintext
//:://////////////////////////////////////////////
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//:: Name Holy Storm
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//:: FileName sp_holystorm.nss
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//:://////////////////////////////////////////////
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/** @file
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Conjuration (Creation) [Good, Water]
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Level: Cleric 3, Paladin 3,
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Components: V, S, M, DF,
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Casting Time: 1 standard action
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Range: 20 ft.
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Area: Cylinder (20-ft. radius, 20 ft. high)
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Duration: 1 round/level (D)
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Saving Throw: None
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Spell Resistance: No
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You call upon the forces of good, and a heavy rain begins to fall
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around you, its raindrops soft and warm.
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A driving rain falls around you. It falls in a fixed area once
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created. The storm reduces hearing and visibility, resulting in a
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-4 penalty on Listen, Spot, and Search checks. It also applies a
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-4 penalty on ranged attacks made into, out of, or through the
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storm. Finally, it automatically extinguishes any unprotected
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flames and has a 50% chance to extinguish protected flames
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(such as those of lanterns).
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The rain damages evil creatures, dealing 2d6 points of damage
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per round (evil outsiders take double damage) at the beginning
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of your turn.
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Material Component: A flask of holy water (25 gp).
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Tenjac
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//:: Created On: 7/9/22
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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 main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_CONJURATION);
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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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//VFX
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effect eVis = EffectVisualEffect(VFX_FNF_STORM);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, lTarget);
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectAreaOfEffect(AOE_PER_STORM, "sp_holystormA", "sp_holystormB", "sp_holystormC"), lTarget, fDur);
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object oAoE = GetAreaOfEffectObject(lTarget, "VFX_PER_STORM");
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SetAllAoEInts(SPELL_HOLY_STORM, oAoE, PRCGetSpellSaveDC(SPELL_HOLY_STORM, SPELL_SCHOOL_CONJURATION), 0, PRCGetCasterLevel(oPC));
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PRCSetSchool();
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} |