Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name Hide from Undead
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//:: Spell FileName PHS_S_HidefromUn
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Abjuration
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Level: Clr 1
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Components: V, S, DF
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Casting Time: 1 standard action
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Range: Touch
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Targets: One ally/level in a 3.33M-radius sphere
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Duration: 10 min./level (D)
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Saving Throw: Will negates (harmless); see text
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Spell Resistance: Yes
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Undead cannot see, hear, or smell the warded creatures. Even extraordinary
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or supernatural sensory capabilities, such as blindsense, blindsight, scent,
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and tremorsense, cannot detect or locate warded creatures. Nonintelligent
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undead creatures are automatically affected and act as though the warded
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creatures are not there. An intelligent undead creature gets a single Will
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saving throw. If it fails, the subject can<61>t see any of the warded creatures.
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However, if it has reason to believe unseen opponents are present, it can
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attempt to find or strike them. If a warded creature attempts to turn or
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command undead or attacks any creature (even with a spell), the spell ends
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for that recipient.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As Hide from Animals, apart from it uses Sanctuary which has a nice save
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we can put in :-D
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Verus racial type undead.
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Might work, NEED TO TEST!
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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_HIDE_FROM_UNDEAD)) return;
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// Declare Major Variables
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object oCaster = OBJECT_SELF;
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object oTarget;
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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// Extra creatures/allies to affect, 1 per caster level.
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int nCreatureExtraLimit = PHS_LimitInteger(nCasterLevel);
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int nAffected, nCnt;
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// Determine duration in minutes (10/caster level)
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel * 10, nMetaMagic);
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// Declare effefcts and link
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effect eEthereal = EffectSanctuary(nSpellSaveDC);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eCessate, eEthereal);
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// Make it versus undead only
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eLink = VersusRacialTypeEffect(eLink, RACIAL_TYPE_UNDEAD);
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// Apply it to us first
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oTarget = oCaster;
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// Make sure they are not immune to spells
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if(!PHS_TotalSpellImmunity(oTarget))
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{
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// Remove pervious castings of it
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_HIDE_FROM_UNDEAD, oTarget);
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//Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_HIDE_FROM_UNDEAD, FALSE);
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// Apply VNF and effect.
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PHS_ApplyDuration(oTarget, eLink, fDuration);
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}
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// Loop allies near to the caster
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nCnt = 1;
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oTarget = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_FRIEND, oCaster, nCnt);
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while(GetIsObjectValid(oTarget) && nAffected < nCreatureExtraLimit &&
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GetDistanceToObject(oTarget) <= 3.33)
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{
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// Make sure they are not immune to spells
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if(!PHS_TotalSpellImmunity(oTarget))
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{
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// Remove pervious castings of it
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_HIDE_FROM_UNDEAD, oTarget);
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//Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_HIDE_FROM_UNDEAD, FALSE);
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// Apply VNF and effect.
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PHS_ApplyDuration(oTarget, eLink, fDuration);
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// Add one to total
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nAffected++;
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}
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// Get next ally.
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nCnt++;
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oTarget = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_FRIEND, oCaster, nCnt);
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}
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}
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