Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
67 lines
2.2 KiB
Plaintext
67 lines
2.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Acid Splash
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//:: [X0_S0_AcidSplash.nss]
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//:: Copyright (c) 2002 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Acid Splash
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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 (25 ft. + 5 ft./2 levels)
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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
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must succeed on a ranged touch attack to hit your
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target. The orb deals 1d3 points of acid damage.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent
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//:: Created On: July 17 2002
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//:://////////////////////////////////////////////
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//:: altered by mr_bumpkin Dec 4, 2003 for prc stuff
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#include "prc_inc_sp_tch"
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void main()
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{
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if (!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_CONJURATION);
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//Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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int nMetaMagic = PRCGetMetaMagicFeat();
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int EleDmg = ChangedElementalDamage(oCaster, DAMAGE_TYPE_ACID);
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effect eVis = EffectVisualEffect(VFX_IMP_ACID_S);
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, SPELL_ACID_SPLASH));
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int iAttackRoll = PRCDoRangedTouchAttack(oTarget);
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if(iAttackRoll > 0)
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{
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int nDamage = PRCMaximizeOrEmpower(3, 1, nMetaMagic);
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// Acid Sheath adds +1 damage per die to acid descriptor spells
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if (GetHasDescriptor(SPELL_ACID_SPLASH, DESCRIPTOR_ACID) && GetHasSpellEffect(SPELL_MESTILS_ACID_SHEATH, oCaster))
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nDamage += 1;
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nDamage += SpellDamagePerDice(OBJECT_SELF, 1);
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//Apply the VFX impact and damage effect
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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// perform attack roll for ray and deal proper damage
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ApplyTouchAttackDamage(oCaster, oTarget, iAttackRoll, nDamage, EleDmg);
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PRCBonusDamage(oTarget);
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}
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}
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PRCSetSchool();
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}
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