Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,53 +0,0 @@
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//::///////////////////////////////////////////////
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//:: Foe Hunter
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//:://////////////////////////////////////////////
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/*
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Foe Hunter Death Attack Heartbeat script
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Used the PnP Assassins death attack as reference
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to setup a more PnP style death attack for the
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Foe Hunter.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Oni5115
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//:: Created On: July 12, 2004
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//:://////////////////////////////////////////////
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#include "prc_alterations"
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void main()
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{
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object oPC = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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if(oPC == oTarget)
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{
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SendMessageToPC(oPC,"You cannot attack yourself...");
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return;
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}
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// apply HIPS to PC skin temporar so that player can "rehide" without being seen
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object oSkin = GetPCSkin(oPC);
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itemproperty iProp = PRCItemPropertyBonusFeat(31); // 31 = HIPS IP_PROP value
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//AddItemProperty(DURATION_TYPE_TEMPORARY, iProp, oSkin, 1.0);
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IPSafeAddItemProperty(oSkin, iProp, 1.0f, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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// Sets the player back to stealth mode
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DelayCommand(0.3, SetActionMode(oPC, ACTION_MODE_STEALTH, TRUE) );
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// If they are in the middle of a DA or have to wait till times up they are denied
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float fApplyDATime = GetLocalFloat(oPC,"PRC_FH_DEATHATTACK_APPLY");
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if (fApplyDATime > 0.0)
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{
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SendMessageToPC(oPC,"Your are still studying your target wait "+IntToString(FloatToInt(fApplyDATime))+ " seconds before you can perform the death attack");
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return;
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}
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// Set a variable that tells us we are in the middle of a DA
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// Must study the target for three rounds
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fApplyDATime = RoundsToSeconds(3);
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SetLocalFloat(oPC,"PRC_FH_DEATHATTACK_APPLY", fApplyDATime);
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// Kick off a function to count down till they get the DA
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SendMessageToPC(oPC,"You begin to study your target");
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DelayCommand(6.0,ExecuteScript("prc_fh_da_hb", oPC));
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}
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