Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,40 +0,0 @@
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// Outdoor heatstroke
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void Heat();
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#include "prc_inc_spells"
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void Heat()
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{
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effect eImpact = EffectVisualEffect(/*VFX_IMP_DUST_EXPLOSION*/VFX_IMP_SUNSTRIKE);
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object oTarget = GetFirstObjectInArea(GetObjectByTag("bdd_basinrim"));
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while (GetIsObjectValid(oTarget))
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{
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if (PRCGetIsAliveCreature(oTarget) && !GetHasFeat(FEAT_HEAT_ENDURANCE, oTarget) && GetIsPC(oTarget))
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{
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int nDC = 15 + GetLocalInt(oTarget, "HeatstrokeCount");
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if (GetBaseAC(GetItemInSlot(INVENTORY_SLOT_CHEST, oTarget)) > 0) nDC += 4;
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NONE))
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{
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effect eHeat = EffectFatigue();
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if (GetLocalInt(oTarget, "Fatigued")) eHeat = EffectExhausted();
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(d4()), oTarget);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eHeat, oTarget, HoursToSeconds(12));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oTarget);
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SetLocalInt(oTarget, "Fatigued", TRUE);
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AssignCommand(oTarget, SpeakString("The blazing sun saps energy from your limbs. Best to find shelter, and quickly."));
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}
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SetLocalInt(oTarget, "HeatstrokeCount", GetLocalInt(oTarget, "HeatstrokeCount")+1);
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}
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//Select the next target within the spell shape.
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oTarget = GetNextObjectInArea(GetObjectByTag("bdd_basinrim"));
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}
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DelayCommand(90.0, Heat());
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}
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void main()
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{
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if (!GetLocalInt(GetModule(), "BDDHeat")) Heat();
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SetLocalInt(GetModule(), "BDDHeat", TRUE);
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}
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