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
2.2 KiB
Plaintext
60 lines
2.2 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Incendiary Cloud
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//:: Spell FileName PHS_S_IncnCloud
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Conjuration (Creation) [Fire]
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Level: Fire 8, Sor/Wiz 8
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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: Cloud spreads in 6.67-M. radius
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Duration: 1 round/level
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Saving Throw: Reflex half; see text
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Spell Resistance: No
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An incendiary cloud spell creates a cloud of roiling smoke shot through with
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white-hot embers. The smoke obscures all sight as a fog cloud does (20% melee
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consealment, 50% ranged consealment). In addition, the white-hot embers
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within the cloud deal 4d6 points of fire damage to everything within the
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cloud on your turn each round. All targets can make Reflex saves each round
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to take half damage.
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As with fog cloud, wind disperses the smoke, a moderate wind (11+ mph)
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disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in
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1 round.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As the spell says. No moving fog though!
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Damage is done On Heartbeat, consealment effects (Which do not stack anyway)
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are On Enter, On Exit.
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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_INCENDIARY_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 in rounds
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float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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// Declare effects
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effect eAOE = EffectAreaOfEffect(PHS_AOE_PER_INCENDIARY_CLOUD);
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effect eImpact = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_FIRE);
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// Apply effects
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PHS_ApplyLocationDurationAndVFX(lTarget, eImpact, eAOE, fDuration);
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}
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