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.
60 lines
2.1 KiB
Plaintext
60 lines
2.1 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Fog Cloud
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//:: Spell FileName PHS_S_FogCloud
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Conjuration (Creation)
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Level: Drd 2, Sor/Wiz 2, Water 2
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Components: V, S
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Casting Time: 1 standard action
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Range: Medium (20M)
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Effect: Fog spreads in 6.67-M. radius
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Duration: 10 min./level
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Saving Throw: None
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Spell Resistance: No
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A bank of fog billows out from the point you designate. The fog obscures all
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sight, including darkvision, giving the effect of partial consealment to
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melee attacks (20% miss chance). Creatures farther away for ranged attacks
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have total concealment (50% miss chance). This is not a magical effect and
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is unaffected by mantals, globes and the like.
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A moderate wind (11+ mph), disperses the fog in 4 rounds; a strong wind
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(21+ mph) disperses the fog in 1 round.
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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.
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Advantages over Obscuring Mist:
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- 20M range.
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- Cannot be burnt by a fire spell
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- 10 min/level, not 1 min/level.
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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_FOG_CLOUD)) 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 10 minutes/level
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel * 10, nMetaMagic);
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// Declare effects
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effect eAOE = EffectAreaOfEffect(PHS_AOE_PER_FOG_CLOUD);
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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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