Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,104 +0,0 @@
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/*
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----------------
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Syllable of Exile
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Bereft level 3
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true_bft_exile
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----------------
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19/7/06 by Stratovarius
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*/ /** @file
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Type of Feat: Class
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Prerequisite: Bereft 3
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Specifics: When the Bereft successfully speak this syllable, the target is affected as by the Maze spell, for one round.
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Use: Selected.
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*/
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#include "true_inc_trufunc"
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#include "true_utterhook"
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//#include "prc_alterations"
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#include "spinc_maze"
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void main()
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{
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/*
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Spellcast Hook Code
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Added 2006-7-19 by Stratovarius
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If you want to make changes to all utterances
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check true_utterhook to find out more
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*/
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if (!TruePreUtterCastCode())
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{
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// If code within the PreUtterCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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object oTrueSpeaker = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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struct utterance utter = EvaluateUtterance(oTrueSpeaker,
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oTarget,
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METAUTTERANCE_NONE/* Use METAUTTERANCE_NONE if it has no Metautterance usable*/,
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LEXICON_EVOLVING_MIND /* Uses the same DC formula*/);
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if(utter.bCanUtter)
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{
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// This is done so Speak Unto the Masses can read it out of the structure
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utter.nPen = GetTrueSpeakPenetration(oTrueSpeaker);
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utter.fDur = HoursToSeconds(24);
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// If the Spell Penetration fails, don't apply any effects
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if (!PRCDoResistSpell(oTrueSpeaker, oTarget, utter.nPen))
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{
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// Get the maze area
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object oMazeArea = GetObjectByTag("prc_maze_01");
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if(DEBUG && !GetIsObjectValid(oMazeArea))
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DoDebug("Maze: ERROR: Cannot find maze area!", oTrueSpeaker);
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// Determine which entry to use
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int nMaxEntry = GetLocalInt(oMazeArea, "PRC_Maze_Entries_Count");
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int nEntry = Random(nMaxEntry) + 1;
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object oEntryWP = GetWaypointByTag("PRC_MAZE_ENTRY_WP_" + IntToString(nEntry));
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location lTarget = GetLocation(oEntryWP);
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// Validity check
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if(DEBUG && !GetIsObjectValid(oEntryWP))
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DoDebug("Maze: ERROR: Selected waypoint does not exist!");
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// Make sure the target can be teleported
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if(GetCanTeleport(oTarget, lTarget, TRUE))
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{
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// Store the target's current location for return
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SetLocalLocation(oTarget, "PRC_Maze_Return_Location", GetLocation(oTarget));
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// Jump the target to the maze - the maze's scripts will handle the rest
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DelayCommand(1.5f, AssignCommand(oTarget, JumpToLocation(lTarget)));
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// Clear the action queue, so there's less chance of getting to abuse the ghost effect
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AssignCommand(oTarget, ClearAllActions());
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// Make the character ghost for the duration of the maze. Apply here so the effect gets a spellID association
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneGhost(), oTarget, 6.0f);
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// Jump the target back out, its only there for a round
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DelayCommand(6.0f, AssignCommand(oTarget, JumpToLocation(GetLocalLocation(oTarget, "PRC_Maze_Return_Location"))));
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// Apply some VFX
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DoMazeVFX(GetLocation(oTarget));
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}
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else
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SendMessageToPCByStrRef(oTrueSpeaker, 16825702); // "The spell fails - the target cannot be teleported."
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}
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// If either of these ApplyEffect isn't needed, delete it.
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// Duration Effects
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, utter.eLink, oTarget, utter.fDur, TRUE, utter.nSpellId, utter.nTruespeakerLevel);
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// Mark for the Law of Sequence. This only happens if the power succeeds, which is why its down here.
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DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur);
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}// end if - Successful utterance
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}
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