PRC8/trunk/smp/xxx_s_sparkshock.nss
Jaysyn904 1662218bb4 Initial upload.
Adding base PRC 4.19a files to repository.
2022-10-07 13:51:24 -04:00

103 lines
3.4 KiB
Plaintext

/*:://////////////////////////////////////////////
//:: Spell Name Spark Shock
//:: Spell FileName XXX_S_SparkShock
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Evocation (Electricity)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (8M)
Effect: Ray
Target: One object
Duration: Instantaneous; see text
Saving Throw: Fortitude Partial
Spell Resistance: Yes
Source: Various (Josh_Kablack)
A ray of crackling sparks projects from your hand. You must succeed at a
ranged touch attack with the ray to deal damage to a target. The ray deals
1d8 points of electrical damage +1 point per caster level (maximum +20).
Additionally, any creature damaged by the ray is stunned for one round
unless it succeeds at a Fortitude save.
Material Component: A pinch of iron filings.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Lightning ray to hit, do electical damage, and maybe stun on a fortitude
save against a creature.
Simple, really!
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "SMP_INC_SPELLS"
void main()
{
// Spell Hook Check.
if(!SMP_SpellHookCheck(SMP_SPELL_SPARK_SHOCK)) return;
// Declare major variables
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject();
int nCasterLevel = SMP_GetCasterLevel();
int nMetaMagic = SMP_GetMetaMagicFeat();
int nSpellSaveDC = SMP_GetSpellSaveDC();
// Touch attack
int nTouch = SMP_SpellTouchAttack(SMP_TOUCH_RAY, oTarget, TRUE);
// 1d8 + Up to +20 more, per caster level.
int nExtra = SMP_LimitInteger(nCasterLevel, 20);
// Damage is 1d8 + nExtra
int nDam = SMP_MaximizeOrEmpower(8, 1, nMetaMagic, nExtra);
// Get the duration of the stun - 1 round
float fDuration = SMP_GetDuration(SMP_ROUNDS, 1, nMetaMagic);
// Delcare effects
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
// Declare Stun Effects
effect eStunVis = EffectVisualEffect(VFX_IMP_STUN);
effect eStun = EffectStunned();
effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
// Link effects
effect eLink = EffectLinkEffects(eDur, eStun);
// Signal event
SMP_SignalSpellCastAt(oTarget, SMP_SPELL_SPARK_SHOCK);
// Do ray hit/miss
SMP_ApplyTouchBeam(oTarget, VFX_BEAM_LIGHTNING, nTouch);
// Touch attack
if(nTouch)
{
// PvP check
if(!GetIsReactionTypeFriendly(oTarget))
{
// Resistance
if(!SMP_SpellResistanceCheck(oCaster, oTarget))
{
// Apply effects
SMP_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_ELECTRICAL);
// Creature needed
if(GetObjectType(oTarget) == OBJECT_TYPE_CREATURE)
{
// Fortitude save negates
if(!SMP_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_ELECTRICITY))
{
// Do the stun for 1 round
SMP_ApplyDurationAndVFX(oTarget, eStunVis, eLink, fDuration);
}
}
}
}
}
}