» Mon Nov 28, 2011 11:00 pm
AFAIK :
there's no way to detect which effects are in a on touch / on target spell that you're casting without placing a creature in front of the PC and checking the effects on it, so it doesn't seem very doable for shock spells that don't affect the player.
You can detect if the player is swimming (I think the code patch fixes potential water level errors?) so you could have additional effects when the player (or a specific creature or NPC, specific as in you've attached a script to it) is swimming and affected by shock damage. That much is easy.
I think with the script extender it's possible to detect what the player is aiming at when casting a spell, and if it's a creature or NPC, check if it's swimming and then check if it has shock effects on it, and from there add whatever effects you want.
Adding electricity propagation to any possible water area (without having aimed specifically at some actor inside the water) ... hard. Maybe by spawning (same way Water Life does it with fishes) a saturation of small invisible creatures in water ? With an exception for a bubble around the player, so weapon hits in water aren't intercepted by them... ?