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.
61 lines
1.8 KiB
Plaintext
61 lines
1.8 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Bless Water
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//:: Spell FileName phs_s_blesswater
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Target: Bottle of Water touched
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Duration: Instantaneous
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This transmutation imbues a flask of water with positive energy, turning it
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into holy water.
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Material Component: 5 pounds of powdered silver (worth 25 gp).
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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This takes 1 lot of silver, and 1 bottle of water, and creates a holy
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grenade.
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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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string sTag = GetTag(oTarget);
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// Make sure they are not immune to spells
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if(PHS_TotalSpellImmunity(oTarget)) return;
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// Declare effects
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effect eVis = EffectVisualEffect(VFX_IMP_HOLY_AID);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_BLESS_WATER, FALSE);
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// Check if sTag is a water bottle tag
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if(sTag == PHS_ITEM_WATER)
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{
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// Make sure the caster has the right items
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// - Silver
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if(PHS_ComponentExactItemRemove(PHS_ITEM_SPELL_5LS_SILVER, "5lbs of silver", "Bless Water")) return;
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// Apply effects
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PHS_ApplyVFX(oTarget, eVis);
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// Remove one holy wayer
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PHS_ComponentItemRemoveBy1(oTarget);
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// Create new item - Holy Water
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PHS_ComponentActionCreateObject(PHS_ITEM_RESREF_HOLY_WATER, 1);
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}
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}
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