/*::////////////////////////////////////////////// //:: Spell Name Acid Splash //:: Spell FileName PHS_S_AcidSplash //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Conjuration (Creation) [Acid] Level: Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (8M) Effect: One missile of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// Notes about this: No spell resistance or spell turning. Only check spell immunity :-) //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { // Spell hook check. if(!PHS_SpellHookCheck()) return; //Declare major variables object oCaster = OBJECT_SELF; object oTarget = GetSpellTargetObject(); int nMetaMagic = PHS_GetMetaMagicFeat(); // Requires a touch attack int nTouch = PHS_SpellTouchAttack(PHS_TOUCH_RAY, oTarget, TRUE); // Damage + Double for a critical hit. int nDamage = PHS_MaximizeOrEmpower(3, 1, nMetaMagic, FALSE, nTouch); // Declare Effects effect eVis = EffectVisualEffect(VFX_IMP_ACID_S); // Check PvP if(!GetIsReactionTypeFriendly(oTarget) && // Make sure they are not immune to spells !PHS_TotalSpellImmunity(oTarget)) { // Fire cast spell at event for the specified target PHS_SignalSpellCastAt(oTarget, PHS_SPELL_ACID_SPLASH); // Do we even hit? if(nTouch) { //Apply the VFX impact and damage effect PHS_ApplyDamageVFXToObject(oTarget, eVis, nDamage, DAMAGE_TYPE_ACID); } // Else we miss - do nothing } }