Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
100 lines
3.2 KiB
Plaintext
100 lines
3.2 KiB
Plaintext
//:://////////////////////////////////////////////
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//:: Name Axiomatic Water Impact Script
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//:: FileName prc_axiowater.nss
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//:://////////////////////////////////////////////
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/** @file Transmutation [Lawful]
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Level: Cleric 1, Paladin 1,
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Components: V, S, M,
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Casting Time: 1 minute
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Range: Touch
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Target: Flask of water touched
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Duration: Instantaneous
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Saving Throw: Will negates (object)
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Spell Resistance: Yes (object)
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You speak the ancient, slippery words as you pour the iron and silver into the flask. Despite the fact that there
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is more powder than will fit in the container, all of it dissolves, leaving a flask of water dotted with motes of gunmetal gray.
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This transmutation imbues a flask (1 pint) of water with the order of law, turning it into axiomatic water. Axiomati
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water damages chaotic outsiders the way holy water damages undead and evil outsiders. A flask of axiomatic water can
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be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask
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breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, the bearer
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must open the flask and pout the axiomatic water out onto the target. Thus, a character can douse an incorporeal
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creature with axiomatic water only if he is adjacent to it. Doing so is a ranged touch attack that does not provoke
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attacks of opportunity.
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A direct hit by a flask of axiomatic water deals 2d4 points of damage to a chaotic outsider. Each such creature
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within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
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Material Component: 5 pounds of powdered iron and silver (worth 25 gp).
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Tenjac
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//:: Created On: 6/10/2022
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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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#include "prc_inc_sp_tch"
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void main()
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{
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location lTarget = GetSpellTargetLocation();
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float fRadius = FeetToMeters(5);
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int nTouch;
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY);
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object oTarget = PRCGetSpellTargetObject();
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//Targeted a creature
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if (GetIsObjectValid(oTarget) == TRUE)
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{
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nTouch = PRCDoRangedTouchAttack(oTarget);
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}
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//Hit
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if(nTouch >= 1)
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{
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int nDirectDam = d4(2);
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}
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//Critical
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if(nTouch == 2)
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{
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nDam += nDam;
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}
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effect eDam = EffectDamage(nDam, DAMAGE_TYPE_DIVINE);
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object oDoNotDam = oTarget;
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//Outsider
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if(MyPRCGetRacialType(oTarget) == RACIAL_TYPE_OUTSIDER)
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{
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//Chaotic
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if(GetAlignmentLawChaos(oTarget) == ALIGNMENT_CHAOTIC)
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{
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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oTarget = MyGetFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget);
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while(GetIsObjectValid(oTarget))
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{
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if(oTarget != oDoNotDam)
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{
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//Outsider
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if(MyPRCGetRacialType(oTarget) == RACIAL_TYPE_OUTSIDER)
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{
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//Chaotic
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if(GetAlignmentLawChaos(oTarget) == ALIGNMENT_CHAOTIC)
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{
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(1, DAMAGE_TYPE_DIVINE), oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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}
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MyGetNextObjectInShape(SHAPE_SPHERE, fRadius, lTarget);
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}
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}
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