Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name Black Tentacles: On Enter
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//:: Spell FileName PHS_S_BlackTentA
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Grapple check uses the functions created for this, and other spells-which-grapple
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things.
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The tentacles will only attack (using a proper attack thing) On Enter.
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If they have the entanglement of tentacles, the HB will continue to grapple.
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Always applies 50% movement speed decrease. Removes all effects On Exit. Will
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not grapple someone with the spells effects already.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Check AOE status
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if(!PHS_CheckAOECreator()) return;
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// Declare major variables
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object oTarget = GetEnteringObject();
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object oCaster = GetAreaOfEffectCreator();
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int nCasterLevel = PHS_GetAOECasterLevel();
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// Get opposed grapple roll
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int nOpposedGrappleRoll = d20() + GetBaseAttackBonus(oTarget) +
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GetAbilityModifier(ABILITY_STRENGTH, oTarget) +
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PHS_GrappleSizeBonus(oTarget);
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// We always apply the slow for the spell, as a supernatural effect, using
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// the standard On Enter things.
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effect eSlow = EffectMovementSpeedDecrease(50);
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// We may also entangle them (and later do damage) and sucessfully grapple
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// with a tentacle
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effect eEntangle = EffectEntangle();
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effect eDur = EffectVisualEffect(PHS_VFX_DUR_BLACK_TENTACLE);
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effect eLink = EffectLinkEffects(eEntangle, eDur);
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// PvP Check
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if(!GetIsReactionTypeFriendly(oTarget, oCaster) &&
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// Make sure they are not immune to spells
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!PHS_TotalSpellImmunity(oTarget))
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{
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// Fire cast spell at event for the target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_EVARDS_BLACK_TENTACLES);
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// Now we make an attack to hold them, if we can
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if(!GetHasSpellEffect(PHS_SPELL_EVARDS_BLACK_TENTACLES, oTarget))
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{
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// Check grapple roll
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if(PHS_GrappleCheck(oTarget, nCasterLevel, 4, 4, nOpposedGrappleRoll, oCaster))
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{
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// Now we entangle, later rounds do damage.
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// * Can be dispelled as normal, not supernatural.
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PHS_ApplyPermanent(oTarget, eLink);
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}
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}
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}
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// Apply slow effects always
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PHS_AOE_OnEnterEffects(eLink, oTarget, PHS_SPELL_EVARDS_BLACK_TENTACLES);
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}
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