White Raven Hammer now has the correct description. Fixed Skulk non-detection DC for scrying. (Scrying is still broken) Removed heal VFX from scrying. Updated PRC8 version number. Added scry DC variable to Claritangent Hand. Glitterdust now obeys Mastery of Shaping. Recitation now follows PnP. Recitation's TLK entry was corrected. Sleet Storm now obeys Mastery of Shaping.
90 lines
2.6 KiB
Plaintext
90 lines
2.6 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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if(CheckMasteryOfShapes(GetAreaOfEffectCreator(), oTarget))
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{
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// Target is protected by Mastery of Shaping.
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oTarget = GetNextInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
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continue;
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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 = GetSkillRank(SKILL_BALANCE, 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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}
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