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PRC8/nwn/nwnprc/trunk/spells/sp_sleet_stormC.nss
Jaysyn904 1ea0b03976 2026/05/07 Update
Hospitaler had incorrect epic bonus feat progression
Hospitaler had incorrect bonus feat list.
Hospitaler was missing Ride from its skill list.
Runecaster had incorrect epic bonus feat progression
Runecaster had incorrect bonus feat list.
Warmage Edge should work with magic staves.
Added PRC_RETH_DEKALA_AURA_HOSTILE_ONLY switch and modified Vilefire aura to use it.
Spells that use DoCone() should now respect Mastery of Shaping.
Removed Hospitaler from list of classes that use the Fighter Bonus Feat list.
ExtraordinarySpellAim() now handles persistent AoEs
Acid Fog, Blade Barrier, Creeping Doom, Grease, Incindiary Cloud, Wall of Fire, Wall of Frost, Prismatic Wall, Prismatic Sphere, Sleet Storm and Spike Growth now respect Extraordinary Spell Aim.
2026-05-07 13:42:22 -04:00

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//::///////////////////////////////////////////////
//:: Name Sleet Storm Heartbeat
//:: FileName sp_sleet_stormC.nss
//:://////////////////////////////////////////////
/**@file Sleet Storm
Conjuration (Creation) [Cold]
Level: Drd 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (40-ft. radius, 20 ft. high)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Driving sleet blocks all sight (even darkvision)
within it and causes the ground in the area to be
icy. A creature can walk within or through the
area of sleet at half normal speed with a DC 10
Balance check. Failure means it cant move in that
round, while failure by 5 or more means it falls
(see the Balance skill for details).
The sleet extinguishes torches and small fires.
Arcane Material Component: A pinch of dust and a
few drops of water.
Author: Tenjac
Created: 7/6/07
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
int BalanceCheckFailure(object oTarget);
#include "prc_inc_spells"
void main()
{
PRCSetSchool(SPELL_SCHOOL_CONJURATION);
object aoeCreator = GetAreaOfEffectCreator();
object oTarget = GetFirstInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
int nCasterLvl = PRCGetCasterLevel(aoeCreator);
while(GetIsObjectValid(oTarget))
{
if(CheckMasteryOfShapes(aoeCreator, oTarget))
{
// Target is protected by Mastery of Shaping.
oTarget = GetNextInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
continue;
}
// Check Extraordinary Spell Aim
if(GetIsObjectValid(aoeCreator) && GetHasFeat(FEAT_EXTRAORDINARY_SPELL_AIM, aoeCreator))
{
string sTargetID = ObjectToString(oTarget);
if(!GetLocalInt(OBJECT_SELF, "ExtraordinarySpellAim_" + sTargetID))
{
if(GetIsFriend(oTarget, aoeCreator))
{
if(GetIsSkillSuccessful(aoeCreator, SKILL_SPELLCRAFT, 25 + PRCGetSpellLevel(aoeCreator, SPELL_SLEET_STORM)))
{
SetLocalInt(OBJECT_SELF, "ExtraordinarySpellAim_" + sTargetID, TRUE);
// Target is excluded, skip to next
oTarget = GetNextInPersistentObject();
continue;
}
}
}
}
int nFail = BalanceCheckFailure(oTarget);
//Can't move
if(nFail == 1)
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectEntangle(), oTarget, 6.0f, TRUE, SPELL_SLEET_STORM, nCasterLvl) ;
//Fall
else if(nFail == 2)
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectKnockdown(), oTarget, 6.0f, TRUE, SPELL_SLEET_STORM, nCasterLvl) ;
oTarget = GetNextInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
}
PRCSetSchool();
}
int BalanceCheckFailure(object oTarget)
{
int nResult = 0;
int nRoll = GetSkillRank(SKILL_BALANCE, oTarget) + d20(1);
int nTumble = GetSkillRank(SKILL_TUMBLE, oTarget);
//if 5 or more ranks of Tumble, +2 bonus
if(nTumble > 4) nRoll += 2;
//All fails
if(nRoll < 10)
{
//if failed by 5 or more
if((10 - nRoll) < 6) nResult = 2;
//otherwise it failed by less than 5
else nResult = 1;
}
return nResult;
}