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.
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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