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.
56 lines
2.1 KiB
Plaintext
56 lines
2.1 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Stinking Cloud
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//:: Spell FileName PHS_S_StinkClou
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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: Sor/Wiz 3
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Components: V, S, M
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Casting Time: 1 standard action
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Range: Medium (20M)
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Effect: Cloud spreads in 6.67M (20-ft.) radius
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Duration: 1 round/level
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Saving Throw: Fortitude negates; see text
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Spell Resistance: No
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Stinking cloud creates a bank of fog like that created by fog cloud, except
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that the vapors are nauseating. Living creatures in the cloud become dazed.
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This condition lasts as long as the creature is in the cloud and for 1d4+1
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rounds after it leaves. (Roll separately for each nauseated character.) Any
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creature that succeeds on its save but remains in the cloud must continue
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to save each round on your turn.
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Material Component: A rotten egg or several skunk cabbage leaves.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Can use the default sized AOE. It dazes until they leave the AOE - fair enough.
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This is one spell Bioware got mainly correct - except no SR checks now :-)
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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_STINKING_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 - 1 round/level
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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_STINKING_CLOUD);
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effect eImpact = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_NATURE);
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// Apply effects
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PHS_ApplyLocationDurationAndVFX(lTarget, eImpact, eAOE, fDuration);
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}
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