Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,88 +0,0 @@
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//::///////////////////////////////////////////////
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/*
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This ability functions like the contagious touch ability, except that no attack roll is required and it affects all targets the blighter designates within a 20-foot radius. Plague is usable once per day.
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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//:: Created By: Stratovarius
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//:: Created On: Jan 20, 2019
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void DoPlague(object oCaster, object oTarget)
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{
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int nDC = PRCGetSaveDC(oTarget, oCaster);
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int nRand = Random(7)+1;
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int nDisease;
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//Use a random seed to determine the disease that will be delivered.
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switch (nRand)
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{
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case 1:
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nDisease = DISEASE_CONTAGION_BLINDING_SICKNESS;
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break;
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case 2:
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nDisease = DISEASE_CONTAGION_CACKLE_FEVER;
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break;
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case 3:
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nDisease = DISEASE_CONTAGION_FILTH_FEVER;
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break;
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case 4:
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nDisease = DISEASE_CONTAGION_MINDFIRE;
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break;
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case 5:
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nDisease = DISEASE_CONTAGION_RED_ACHE;
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break;
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case 6:
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nDisease = DISEASE_CONTAGION_SHAKES;
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break;
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case 7:
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nDisease = DISEASE_CONTAGION_SLIMY_DOOM;
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break;
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}
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effect eDisease = EffectDisease(nDisease);
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// Make the real first save against the spell's DC
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_DISEASE))
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{
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//The effect is permament because the disease subsystem has its own internal resolution
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//system in place.
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// The first disease save is against an impossible fake DC, since at this point the
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// target has already failed their real first save.
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eDisease, oTarget, 0.0f, TRUE, -1);
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}
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}
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void main()
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{
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//Declare major variables
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object oCaster = OBJECT_SELF;
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int nDamage;
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float fDelay;
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effect eExplode = EffectVisualEffect(VFX_DUR_AURA_DISEASE);
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effect eVis = EffectVisualEffect(VFX_IMP_DISEASE_S);
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effect eDam;
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//Get the spell target location as opposed to the spell target.
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location lTarget = PRCGetSpellTargetLocation();
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//Apply the fireball explosion at the location captured above.
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
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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 = GetFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(20.0), lTarget, TRUE, OBJECT_TYPE_CREATURE);
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//Cycle through the targets within the spell shape until an invalid object is captured.
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while (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oCaster) && GetIsObjectValid(oTarget))
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{
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//Get the distance between the explosion and the target to calculate delay
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fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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//This visual effect is applied to the target object not the location as above. This visual effect
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//represents the flame that erupts on the target not on the ground.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, DoPlague(oCaster, oTarget));
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//Select the next target within the spell shape.
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, FeetToMeters(10.0), lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}
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}
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