forked from Jaysyn/PRC8
66 lines
2.3 KiB
Plaintext
66 lines
2.3 KiB
Plaintext
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//::///////////////////////////////////////////////
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//:: Acid Fog
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//:: NW_S0_AcidFog.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Acid Fog
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Conjuration (Creation) [Acid]
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Level: Sor/Wiz 6, Water 7
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Components: V, S, M/DF
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Casting Time: 1 standard action
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Range: Medium (100 ft. + 10 ft./level)
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Effect: Fog spreads in 20-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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Acid fog creates a billowing mass of misty vapors
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similar to that produced by a solid fog spell. In
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addition to slowing creatures down and obscuring
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sight, this spell<6C>s vapors are highly acidic. Each
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round on your turn, starting when you cast the
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spell, the fog deals 2d6 points of acid damage to
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each creature and object within it.
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Arcane Material Component
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A pinch of dried, powdered peas combined with
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powdered animal hoof.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 17, 2001
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//:://////////////////////////////////////////////
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//:: Update Pass By: Preston W, On: July 20, 2001
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//:: modified by mr_bumpkin Dec 4, 2003
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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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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//Declare major variables including Area of Effect Object
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location lTarget = PRCGetSpellTargetLocation();
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int CasterLvl = PRCGetCasterLevel();
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nDuration = CasterLvl / 2;
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if(nDuration < 1) nDuration = 1;
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if(nMetaMagic & METAMAGIC_EXTEND)
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nDuration *= 2;
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effect eAOE = EffectAreaOfEffect(AOE_PER_FOGACID);
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effect eImpact = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_ACID);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, lTarget);
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//Create an instance of the AOE Object using the Apply Effect function
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAOE, lTarget, RoundsToSeconds(nDuration));
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object oAoE = GetAreaOfEffectObject(lTarget, "VFX_PER_FOGACID");
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SetAllAoEInts(SPELL_ACID_FOG, oAoE, PRCGetSpellSaveDC(SPELL_ACID_FOG, SPELL_SCHOOL_CONJURATION), 0, CasterLvl);
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SetLocalInt(oAoE, "Acid_Fog_Damage", ChangedElementalDamage(OBJECT_SELF, DAMAGE_TYPE_ACID));
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PRCSetSchool();
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}
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