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.
70 lines
2.0 KiB
Plaintext
70 lines
2.0 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Ray of Frost
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//:: Spell FileName PHS_S_RayOfFrost
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Evocation [Cold]
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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: Ray
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Duration: Instantaneous
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Saving Throw: None
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Spell Resistance: Yes
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A ray of freezing air and ice projects from your pointing finger. You must
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succeed on a ranged touch attack with the ray to deal damage to a target.
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The ray deals 1d3 points of cold damage.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As spell description.
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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_RAY_OF_FROST)) 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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// Ray touch attack
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int nTouch = PHS_SpellTouchAttack(PHS_TOUCH_RAY, oTarget, TRUE);
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// Damage is 1d3 - cold
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int nDam = PHS_MaximizeOrEmpower(3, 1, nMetaMagic, FALSE, nTouch);
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// Declare effects
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effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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// Signal event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_RAY_OF_FROST);
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// Do hit/miss ray
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PHS_ApplyTouchBeam(oTarget, VFX_BEAM_COLD, nTouch);
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// Touch attack
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if(nTouch)
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{
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// PvP check
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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// Resistance
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if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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{
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// Apply effects
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PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_COLD);
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}
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}
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}
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}
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