Clear out experimental .35 files
Clear out experimental .35 files
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/*
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03/03/21 by Stratovarius
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Agares, Truth Betrayed
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Agares died at the hands of his allies for a wrong he did not commit. As a vestige, not only does he give binders the ability to weaken foes and knock them prone, but he also makes his summoner fearless.
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Vestige Level: 4th
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Binding DC: 22
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Special Requirement: You must draw Agares<65>s seal upon either the earth or an expanse of unworked stone.
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Influence: Agares<65>s loyalty in life and his anger at the betrayal perpetrated by his lieutenants has become a hatred of falsehood. When influenced
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by Agares, you speak forthrightly and with confidence. You cannot use the Bluff skill, and when asked a direct question, you must answer truthfully and directly.
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Granted Abilities:
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Agares gives you the power to exalt yourself and your allies, to make the earth tremble beneath your feet, and to render foes weak.
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Earthshaking Step: As a standard action, you can stomp on the ground, causing every creature within 10 feet of you to make a Reflex save or fall prone.
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Once you have used this ability, you cannot do so again for 5 rounds. You and your summoned earth elemental (see below) are never knocked prone by the use of this ability.
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*/
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#include "bnd_inc_bndfunc"
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void main()
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{
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object oBinder = OBJECT_SELF;
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if(!BindAbilCooldown(oBinder, GetSpellId(), VESTIGE_AGARES)) return;
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int nDC = GetBinderDC(oBinder, VESTIGE_AGARES);
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effect eLink = EffectLinkEffects(EffectKnockdown(), EffectVisualEffect(VFX_IMP_SONIC));
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float fRange = FeetToMeters(10.0f);
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float fDelay;
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object oTarget;
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location lTarget = PRCGetSpellTargetLocation();
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRange, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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if(oTarget != oBinder && // Avoid the cone targeting bug
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GetMaster(oTarget) != oBinder && // No hitting your summons
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GetCreatureFlag(oTarget, CREATURE_VAR_IS_INCORPOREAL) != TRUE && // Incorporeal creatures are not affected
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!GetIsImmune(oTarget, IMMUNITY_TYPE_KNOCKDOWN) // And the creature is not just generally immune to knockdown
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)
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{
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// Save - Reflex negates
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if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_NONE))
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{
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// Apply effects
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fDelay = GetDistanceBetween(oBinder, oTarget) / 20.0f;
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, 6.0));
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}// end if - Save
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}// end if - Targeting check
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// Get next target
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRange, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}// end while - Target loop
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}
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