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.
		
			
				
	
	
		
			67 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			67 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//::///////////////////////////////////////////////
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//:: Name      Solid Fog
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//:: FileName  sp_solid_fog.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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///////////////////////////////////////////////////////
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// Author: Tenjac
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// Date:   17.9.06
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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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    if(!X2PreSpellCastCode()) return;
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    PRCSetSchool(SPELL_SCHOOL_CONJURATION);
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    object oPC = OBJECT_SELF;
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    location lTarget = PRCGetSpellTargetLocation();
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    int nMetaMagic = PRCGetMetaMagicFeat();
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    int nCasterLevel = PRCGetCasterLevel(oPC);
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    float fDur = 60.0f * nCasterLevel;
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    if(nMetaMagic & METAMAGIC_EXTEND)
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        fDur += fDur;
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    effect eAOE = EffectAreaOfEffect(AOE_PER_SOLID_FOG, "sp_solid_fogA", "", "sp_solid_fogB");
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    // Duration Effects
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    ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAOE, lTarget, fDur);
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    object oAoE = GetAreaOfEffectObject(lTarget, "AOE_PER_SOLID_FOG");
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    SetAllAoEInts(SPELL_SOLID_FOG, oAoE, 20, 0, nCasterLevel);
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    PRCSetSchool();
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} |