Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name Desecrate
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//:: Spell FileName PHS_S_Desecrate
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Evocation [Evil]
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Level: Clr 2, Evil 2
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Components: V, S, M, DF
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Casting Time: 1 standard action
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Range: Close (8M)
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Area: 6.67-M.-radius emanation
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Duration: 2 hours/level
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Saving Throw: None
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Spell Resistance: Yes
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This spell imbues an area with negative energy. Each Charisma check made to
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turn undead within this area takes a -3 profane penalty, and every undead
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creature entering a desecrated area gains a +1 profane bonus on attack rolls,
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damage rolls, and saving throws. An undead creature created within or
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summoned into such an area gains +1 hit points per HD.
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Furthermore, anyone who casts animate dead within this area may create as
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many as double the normal amount of undead (that is, 4 HD per caster level
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rather than 2 HD per caster level).
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Desecrate counters and dispels consecrate.
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Material Component: A vial of unholy water and 25 gp worth (5 pounds) of
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silver dust, all of which must be sprinkled around the area.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As concetrate for the most part.
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Applies effects On Enter and removes On Exit. The summoning scripts for undead
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have the special bonus HP thing.
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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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// Spell hook check.
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if(!PHS_SpellHookCheck(PHS_SPELL_DESECRATE)) return;
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// Declare major variables
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location lTarget = GetSpellTargetLocation();
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int bStop = FALSE;
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// Need holy water and silver dust
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if(!PHS_ComponentExactItemRemove(PHS_ITEM_CURSED_WATER, "Cursed (Unholy) Water", "Desecrate")) return;
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if(!PHS_ComponentExactItemRemove(PHS_ITEM_SILVER_DUST_25, "Silver Dust", "Consecrate")) return;
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// Duration in hours
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float fDuration = PHS_GetDuration(PHS_HOURS, nCasterLevel * 2, nMetaMagic);
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// Declare effects
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effect eAOE = EffectAreaOfEffect(PHS_AOE_PER_DESECRATE);
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_EVIL_20);
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// Apply AOE visual
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PHS_ApplyLocationVFX(lTarget, eImpact);
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// Are we going to remove desecrate AOE's instead?
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int nCnt = 1;
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object oAOE = GetNearestObjectToLocation(OBJECT_TYPE_AREA_OF_EFFECT, lTarget, nCnt);
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// Distance and validity check
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while(GetIsObjectValid(oAOE) &&
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GetDistanceBetweenLocations(lTarget, GetLocation(oAOE)) <= 6.67)
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{
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// Check for consecrate
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if(GetTag(oAOE) == PHS_AOE_TAG_PER_CONSECRATE)
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{
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// Destroy and not do anything else
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DestroyObject(oAOE);
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bStop = TRUE;
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}
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nCnt++;
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oAOE = GetNearestObjectToLocation(OBJECT_TYPE_AREA_OF_EFFECT, lTarget, nCnt);
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}
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if(bStop != TRUE)
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{
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// Apply effects
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PHS_ApplyLocationDuration(lTarget, eAOE, fDuration);
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}
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}
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