Initial upload.
Adding base PRC 4.19a files to repository.
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trunk/users/Tenjac/spells/sp_axio_stormA.nss
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trunk/users/Tenjac/spells/sp_axio_stormA.nss
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//:://////////////////////////////////////////////
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//:: Name Axiomatic Storm On Enter
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//:: FileName sp_axio_stormA.nss
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//:://////////////////////////////////////////////
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/** @file
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Conjuration (Creation)
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Level: Cleric 3, Paladin 3,
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Components: V, S, M, DF,
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Casting Time: 1 standard action
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Area: Cylinder (20-ft. radius, 20 ft. high)
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Duration: 1 round/level (D)
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Saving Throw: None
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Spell Resistance: No
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You call upon the forces of law and a heavy rain
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begins to fall around you, its raindrops harsh and
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metallic. Above you, a jet of caustic acid lances
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down from the heavens.
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A driving rain falls around you. It falls in a fixed
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area once created. The storm reduces hearing and
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visibility, resulting in a <20>4 penalty on Listen, Spot,
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and Search checks. It also applies a <20>4 penalty on ranged
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attacks made into, out of, or through the storm. Finally,
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it automatically extinguishes any unprotected flames and
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has a 50% chance to extinguish protected flames (such as
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those of lanterns).
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The rain damages chaotic creatures, dealing 2d6 points
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of damage per round (chaotic outsiders take double damage).
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In addition, each round, a gout of acid strikes a randomly
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selected chaotic outsider within the spell's area, dealing
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5d6 points of acid damage.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Tenjac
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//:: Created On: 1/28/21
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//:://////////////////////////////////////////////
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#include "prc_sp_func"
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#include "prc_add_spell_dc"
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void main()
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{
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object oTarget = GetEnteringObject();
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object oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oTarget);
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effect eLink = EffectLinkEffects(EffectSkillDecrease(SKILL_LISTEN, 4), EffectSkillDecrease(SKILL_SPOT, 4));
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eLink = EffectLinkEffects(eLink, EffectSkillDecrease(SKILL_SEARCH, 4));
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//Apply permanently, AoE exit will remove
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget);
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if GetWeaponRanged(oItem)
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{
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SPApplyEffectToObject(DURAITON_TYPE_TEMPORARY, EffectAttackDecrease(4), oTarget, 6.0f)
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}
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//Can't do hit penalty to ranged, approximate with hit chance
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectConcealment(20, MISS_CHANCE_TYPE_VS_RANGED), oTarget);
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}
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