Initial upload.
Adding base PRC 4.19a files to repository.
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66
trunk/spells/x0_s0_acidsplash.nss
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66
trunk/spells/x0_s0_acidsplash.nss
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//::///////////////////////////////////////////////
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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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