PRC8/nwn/nwnprc/trunk/users/Tenjac/spells/prc_axiowater.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
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.
2024-02-11 14:01:05 -05:00

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