Further file organization
Further file organization
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64
nwn/nwnprc/trunk/smp/phs_s_solidfog.nss
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64
nwn/nwnprc/trunk/smp/phs_s_solidfog.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Solid Fog
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//:: Spell FileName PHS_S_SolidFog
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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 4
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Components: V, S, M
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Casting Time: 1 standard action
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Range: Medium
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Effect: Fog spreads in 6.67-M. radius
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Duration: 1 min./level
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Spell Resistance: No
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This spell functions like fog cloud, but in addition to obscuring sight
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(providing 20% consealment against melee attacks) the solid fog is so thick
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that any creature attempting to move through it progresses at a 80%
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reduction in speed, and it takes a -2 penalty on all melee attack and melee
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damage rolls. The vapors prevent effective ranged weapon attacks (except for
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magic rays and the like).
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However, unlike normal fog, only a severe wind (31+ mph) disperses these
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vapors, and it does so in 1 round.
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Material Component: A pinch of dried, powdered peas combined with powdered
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animal hoof.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Acid Fog uses this as a template. It applies, on enter (and removes on exit)
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these effects:
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80% slow down in movement.
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20% melee consealment.
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100% ranged consealment.
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100% ranged miss chance
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-2 To Hit (Melee)
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-2 To Damage (Melee)
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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_SOLID_FOG)) 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_SOLID_FOG);
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// Apply effects
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PHS_ApplyLocationDuration(lTarget, eAOE, fDuration);
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}
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