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