Clear out experimental .35 files

Clear out experimental .35 files
This commit is contained in:
Jaysyn904
2024-02-11 13:04:14 -05:00
parent 2112b92e24
commit 618cd42b82
22356 changed files with 0 additions and 1248956 deletions

View File

@@ -1,70 +0,0 @@
/*:://////////////////////////////////////////////
//:: Spell Name Prismatic Wall: (Blindness) On Heartbeat
//:: Spell FileName PHS_S_PrisWallC
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
As it stated above.
Simplified a lot. It now doesn't stop spells or missiles (ugly!) but will
do th effects of each thing On Enter - ugly!
This is still powerful (very much so) for the level.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Check AOE
if(!PHS_CheckAOECreator()) return;
// Declare major variables
object oCaster = GetAreaOfEffectCreator();
location lTarget = GetLocation(OBJECT_SELF);
object oTarget;
int nMetaMagic = PHS_GetAOEMetaMagic();
float fDelay, fDuration;
// Declare blindness
effect eBlind = EffectBlindness();
// Start cycling through the AOE Object for viable targets
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
while(GetIsObjectValid(oTarget))
{
// PvP check
if(!GetIsReactionTypeFriendly(oTarget, oCaster) &&
// Make sure they are not immune to spells
!PHS_TotalSpellImmunity(oTarget))
{
// Check HD
if(GetHitDice(oTarget) <= 8)
{
// Fire cast spell at event for the affected target
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_PRISMATIC_SPHERE);
// Check if they can see
if(PHS_GetCanSee(oTarget))
{
// Check spell resistance
if(PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
{
// Get duration
fDuration = PHS_GetRandomDuration(PHS_ROUNDS, 4, 2, nMetaMagic);
// Get a small delay
fDelay = GetDistanceToObject(oTarget)/20;
// Apply blindness
DelayCommand(fDelay, PHS_ApplyDuration(oTarget, eBlind, fDuration));
}
}
}
}
//Get next target.
oTarget = GetNextObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
}
}