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.
65 lines
2.1 KiB
Plaintext
65 lines
2.1 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Obscuring Mist
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//:: sp_obscmist.nss
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//:://////////////////////////////////////////////
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/*
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Conjuration (Creation)
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Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1,
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Water 1
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Components: V, S
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Casting Time: 1 standard action
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Range: 20 ft.
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Effect: Cloud spreads in 20-ft. radius
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from you, 20 ft. high
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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
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once created. The vapor obscures all sight,
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including darkvision, beyond 5 feet. A creature
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5 feet away has concealment (attacks have a 20%
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miss chance). Creatures farther away have total
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concealment (50% miss chance, and the attacker
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cannot use sight to locate the target).
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A moderate wind (11+ mph), such as from a gust of
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wind spell, disperses the fog in 4 rounds. A
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strong wind (21+ mph) disperses the fog in 1 round.
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A fireball, flame strike, or similar spell burns
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away the fog in the explosive or fiery spell’s
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area. A wall of fire burns away the fog in the
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area into which it deals damage.
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This spell does not function underwater.
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*/
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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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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//Declare major variables, including the Area of Effect object.
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object oCaster = OBJECT_SELF;
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location lTarget = GetLocation(oCaster);
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effect eAOE = EffectAreaOfEffect(AOE_PER_OBSCURING_MIST);
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int nCasterLevel = PRCGetCasterLevel(oCaster);
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int nMetaMagic = PRCGetMetaMagicFeat();
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float fDuration = TurnsToSeconds(nCasterLevel);
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//Check for metamagic extend
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if(nMetaMagic & METAMAGIC_EXTEND)
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fDuration *= 2; //Duration is +100%
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//Create the object at the location so that the objects scripts will start working.
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAOE, lTarget, fDuration);
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object oAoE = GetAreaOfEffectObject(lTarget, "VFX_PER_OBSCURING_MIST");
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SetAllAoEInts(SPELL_OBSCURING_MIST, oAoE, 20, 0, nCasterLevel);
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PRCSetSchool();
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} |