Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
		
			
				
	
	
		
			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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