Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name Disrupting Weapon: On Hit
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//:: Spell FileName PHS_S_DisruptWpA
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation
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Level: Clr 5
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Components: V, S
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Casting Time: 1 standard action
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Range: Touch
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Targets: One melee weapon
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Duration: 1 round/level
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Saving Throw: Will negates (harmless, object); see text
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Spell Resistance: Yes (harmless, object)
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This spell makes a melee weapon deadly to undead. Any undead creature with
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HD equal to or less than your caster level must succeed on a Will save or be
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destroyed utterly if struck in combat with this weapon. Spell resistance
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does not apply against the destruction effect.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Special On hit effect that kills undead.
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Sets a local on the weapon for the caster level, as well.
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Quote: x2_s3_darkfire
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We need to use this property because we can not
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add random elemental damage to a weapon in any
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other way and implementation should be as close
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as possible to the book.
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Behavior:
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The casterlevel is set as a variable on the
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weapon, so if players leave and rejoin, it
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is lost (and the script will just assume a
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minimal caster level).
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We set the DC onto the weapon as a local int. PHS_S_DisruptWpA has the
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actual "On hit" stuff.
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This will:
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- Check caster item (jsut in case)
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- declare only what is needed when, to save some CPU time.
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- Get the caster level of the item being cast, the DC is set on the weapon itself
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- Make sure they are Undead, not immune to spells and under our HD.
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- Get spell save DC
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- Do the will save
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- Kill it (CurrentHP + 10 damage, divine) (um, only if they fail the save!).
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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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// On hit part of the spell.
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// This needs to make sure it was an item that calls it.
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object oItem = GetSpellCastItem();
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if(!GetIsObjectValid(oItem)) return;
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// Declare major variables
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object oTarget = GetSpellTargetObject(); // Should be object self.
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// We use the base GetCasterLevel(OBJECT_SELF) to get the item's caster stuff.
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int nCasterLevel = GetCasterLevel(OBJECT_SELF);
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// Check HD, Racial type and Immunity to spells
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if(GetHitDice(oTarget) <= nCasterLevel &&
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GetRacialType(oTarget) == RACIAL_TYPE_UNDEAD &&
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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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// We get the spell save DC off the item being used to attack!
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int nSpellSaveDC = GetLocalInt(oItem, "PHS_DISRUPTING_WEAPON_DC");
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// If they fail a will save...
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if(!WillSave(oTarget, nSpellSaveDC))
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{
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// Declare effects
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effect eVis = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_HOLY);
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// Apply death effect.
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PHS_ApplyDeathByDamageAndVFX(oTarget, eVis, DAMAGE_TYPE_POSITIVE);
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}
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}
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}
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