Clear out experimental .35 files
Clear out experimental .35 files
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/*
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----------------
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Anger the Sleeping Earth
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true_utr_slperth
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----------------
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1/9/06 by Stratovarius
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*/ /** @file
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Anger the Sleeping Earth
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Level: Perfected Map 4
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Range: 100 feet
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Area: 80' Radius
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Duration: 1 Round
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Spell Resistance: No
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Save: Reflex, see text.
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Metautterances: Extend
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Your words shake the foundation of the earth, causing massive devastation and widespread mayhem.
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This utterance functions as the Earthquake spell.
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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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void DoQuake(struct utterance utter, location lTarget, )
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{
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//Declare major variables
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int nSpectacularDeath = TRUE;
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int nDisplayFeedback = TRUE;
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int bInside = GetIsAreaInterior(GetArea(utter.oTrueSpeaker));
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int nProneDC = 15;
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int nDamageDC = 15;
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int nFissureDC = 20;
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int nDamage;
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float fSize = FeetToMeters(80.0);
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float fProneDur = 18.0;
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effect eVis = EffectVisualEffect(VFX_IMP_LEAF);
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effect eDam;
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effect eExplode = EffectVisualEffect(VFX_PRC_FNF_EARTHQUAKE);
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effect eExplode2 = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_NATURE);
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effect eExplode3 = EffectVisualEffect(VFX_IMP_DUST_EXPLOSION);
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effect eShake = EffectVisualEffect(VFX_FNF_SCREEN_SHAKE2);
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effect eKnockdown = EffectKnockdown();
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// Perform screen shake
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eShake, utter.oTrueSpeaker);
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//Apply epicenter explosion on caster
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, GetLocation(utter.oTrueSpeaker));
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode2, GetLocation(utter.oTrueSpeaker));
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode3, GetLocation(utter.oTrueSpeaker));
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//Declare the spell shape, size and the location. Capture the first target object in the shape.
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fSize, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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//Cycle through the targets within the spell shape until an invalid object is captured.
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while(GetIsObjectValid(oTarget))
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{
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// Normal targeting restriction, except also skip affecting the caster
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if(oTarget != utter.oTrueSpeaker && spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, utter.oTrueSpeaker))
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{
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// Let the target's AI know
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SignalEvent(oTarget, EventSpellCastAt(utter.oTrueSpeaker, utter.nSpellId));
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SignalEvent(oTarget, EventSpellCastAt(utter.oTrueSpeaker, SPELL_EARTHQUAKE)); // Also signal with Earthquake spellID. Some things might be hardcoded to react to it
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// First, always knock targets prone, DC 15 to avoid
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if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nProneDC, SAVING_THROW_TYPE_SPELL, utter.oTrueSpeaker))
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{
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eKnockdown, oTarget, fProneDur, FALSE, utter.nSpellId, utter.nTruespeakerLevel, utter.oTrueSpeaker);
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}
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// Indoors, get hit by falling rubble for 8d6, reflex half
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if(bInside)
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{
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nDamage = PRCGetReflexAdjustedDamage(d6(8), oTarget, nDamageDC, SAVING_THROW_TYPE_SPELL, utter.oTrueSpeaker);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamage, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_ENERGY),
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oTarget, 0.0f, FALSE, utter.nSpellId, utter.nTruespeakerLevel, utter.oTrueSpeaker);
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}
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// Outdoors, 25% chance to fall into a fissure and die
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else
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{
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if(d4() == 4)
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{
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if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nFissureDC, SAVING_THROW_TYPE_SPELL, utter.oTrueSpeaker))
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{
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DeathlessFrenzyCheck(oTarget);
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/// @todo Find appropriate VFX to play here
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(nSpectacularDeath, nDisplayFeedback),
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oTarget, 0.0f, FALSE, utter.nSpellId, utter.nTruespeakerLevel, utter.oTrueSpeaker);
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}
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}
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}
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}
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//Select the next target within the spell shape.
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, fSize, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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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, oTarget, METAUTTERANCE_EXTEND, LEXICON_PERFECTED_MAP);
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if(utter.bCanUtter)
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{
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utter.fDur = RoundsToSeconds(1);
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if(utter.bExtend) utter.fDur *= 2;
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utter.nSaveType = SAVING_THROW_TYPE_NONE;
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utter.nSaveThrow = SAVING_THROW_FORT;
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utter.nSaveDC = GetTrueSpeakerDC(oTrueSpeaker);
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location lTarget = PRCGetSpellTargetLocation();
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// Perform the earthquake
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DoQuake(utter, lTarget);
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// Extended earthquake - apply the effects again next round
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if(utter.bExtend)
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DelayCommand(6.0f, DoQuake(utter, lTarget));
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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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