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.
82 lines
2.3 KiB
Plaintext
82 lines
2.3 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Sleet Storm Heartbeat
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//:: FileName sp_sleet_stormC.nss
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//:://////////////////////////////////////////////
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/**@file Sleet Storm
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Conjuration (Creation) [Cold]
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Level: Drd 3, Sor/Wiz 3
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Components: V, S, M/DF
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Casting Time: 1 standard action
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Range: Long (400 ft. + 40 ft./level)
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Area: Cylinder (40-ft. radius, 20 ft. high)
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Duration: 1 round/level
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Saving Throw: None
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Spell Resistance: No
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Driving sleet blocks all sight (even darkvision)
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within it and causes the ground in the area to be
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icy. A creature can walk within or through the
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area of sleet at half normal speed with a DC 10
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Balance check. Failure means it can’t move in that
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round, while failure by 5 or more means it falls
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(see the Balance skill for details).
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The sleet extinguishes torches and small fires.
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Arcane Material Component: A pinch of dust and a
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few drops of water.
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Author: Tenjac
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Created: 7/6/07
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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int BalanceCheckFailure(object oTarget);
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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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int nCasterLvl = PRCGetCasterLevel(GetAreaOfEffectCreator());
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object oTarget = GetFirstInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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int nFail = BalanceCheckFailure(oTarget);
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//Can't move
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if(nFail == 1)
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectEntangle(), oTarget, 6.0f, TRUE, SPELL_SLEET_STORM, nCasterLvl) ;
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//Fall
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else if(nFail == 2)
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectKnockdown(), oTarget, 6.0f, TRUE, SPELL_SLEET_STORM, nCasterLvl) ;
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oTarget = GetNextInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
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}
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PRCSetSchool();
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}
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int BalanceCheckFailure(object oTarget)
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{
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int nResult = 0;
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int nRoll = GetAbilityModifier(ABILITY_DEXTERITY, oTarget) + d20(1);
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int nTumble = GetSkillRank(SKILL_TUMBLE, oTarget);
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//if 5 or more ranks of Tumble, +2 bonus
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if(nTumble > 4) nRoll += 2;
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//All fails
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if(nRoll < 10)
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{
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//if failed by 5 or more
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if((10 - nRoll) < 6) nResult = 2;
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//otherwise it failed by less than 5
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else nResult = 1;
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}
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return nResult;
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} |