Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
59 lines
2.2 KiB
Plaintext
59 lines
2.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Solid Fog: On Enter
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//:: FileName sp_solid_fogA.nss
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//:://////////////////////////////////////////////
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/**@file Solid Fog
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Conjuration (Creation)
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Level: Sor/Wiz 4, Hexblade 4
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Components: V, S, M
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Duration: 1 min./level
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Spell Resistance: No
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This spell functions like fog cloud, but in addition
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to obscuring sight, the solid fog is so thick that
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any creature attempting to move through it progresses
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at a speed of 5 feet, regardless of its normal speed,
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and it takes a -2 penalty on all melee attack and
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melee damage rolls. The vapors prevent effective
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ranged weapon attacks (except for magic rays and the
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like). A creature or object that falls into solid fog
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is slowed, so that each 10 feet of vapor that it
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passes through reduces falling damage by 1d6. A
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creature can’t take a 5-foot step while in solid fog.
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However, unlike normal fog, only a severe wind
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(31+ mph) disperses these vapors, and it does so in
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1 round.
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Solid fog can be made permanent with a permanency
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spell. A permanent solid fog dispersed by wind
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reforms in 10 minutes.
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Material Component: A pinch of dried, powdered peas
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combined with powdered animal hoof.
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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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PRCSetSchool(SPELL_SCHOOL_CONJURATION);
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//Declare major variables
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object oCaster = GetAreaOfEffectCreator();
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object oTarget = GetEnteringObject();
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effect eLink = EffectMovementSpeedDecrease(80);
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eLink = EffectLinkEffects(eLink, EffectConcealment(20, MISS_CHANCE_TYPE_VS_MELEE));
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eLink = EffectLinkEffects(eLink, EffectConcealment(100, MISS_CHANCE_TYPE_VS_RANGED));
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eLink = EffectLinkEffects(eLink, EffectMissChance(100, MISS_CHANCE_TYPE_VS_RANGED));
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eLink = EffectLinkEffects(eLink, EffectAttackDecrease(2));
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eLink = EffectLinkEffects(eLink, EffectDamageDecrease(2, DAMAGE_TYPE_BLUDGEONING|DAMAGE_TYPE_PIERCING|DAMAGE_TYPE_SLASHING));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_GLOW_GREY));
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//Fire cast spell at event for the target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, SPELL_SOLID_FOG, FALSE));
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget);
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PRCSetSchool();
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} |