Further file organization
Further file organization
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59
nwn/nwnprc/trunk/smp/phs_s_incncloud.nss
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59
nwn/nwnprc/trunk/smp/phs_s_incncloud.nss
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/*:://////////////////////////////////////////////
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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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