Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,87 +0,0 @@
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/*:://////////////////////////////////////////////
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//:: Spell Name Protection from Energy
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//:: Spell FileName PHS_S_ProtEnergy
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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12 points of damage/caster level (to 120) temp. immunity implies a hell
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of a lot of resistance at once, so a limit of 100 will do.
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Must choose one of acid, cold, electricity, fire or sonic
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Protection from energy can be done as the spell.
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There will be 5 ones - it won't protect against all, but a specific type,
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as the spell states.
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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_PROTECTION_FROM_ENERGY)) return;
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//Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nCasterLevel = PHS_GetCasterLevel();
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int nSpellId = GetSpellId();
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// Duration - 10 Mins/level
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel * 10, nMetaMagic);
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// Damage is 12 * Caster level, max of 120.
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int nDamageMax = PHS_LimitInteger(nCasterLevel * 12, 120);
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// What damage type?
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int nDamageType = DAMAGE_TYPE_FIRE;
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// Check spell
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if(nSpellId == PHS_SPELL_PROTECTION_FROM_ENERGY_ACID)
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{
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nDamageType = DAMAGE_TYPE_ACID;
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}
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else if(nSpellId == PHS_SPELL_PROTECTION_FROM_ENERGY_COLD)
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{
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nDamageType = DAMAGE_TYPE_COLD;
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}
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else if(nSpellId == PHS_SPELL_PROTECTION_FROM_ENERGY_ELECTRICAL)
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{
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nDamageType = DAMAGE_TYPE_ELECTRICAL;
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}
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else if(nSpellId == PHS_SPELL_PROTECTION_FROM_ENERGY_SONIC)
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{
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nDamageType = DAMAGE_TYPE_SONIC;
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}
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// Default to fire
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else // if(nSpellId == PHS_SPELL_PROTECTION_FROM_ENERGY_FIRE)
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{
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nDamageType = DAMAGE_TYPE_FIRE;
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}
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// Delcare effects
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effect eDur = EffectVisualEffect(PHS_VFX_DUR_PROTECTION_ENERGY);
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// Can be used up all at once, up to 120 at once!
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effect eDamageResistance = EffectDamageResistance(nDamageType, nDamageMax, nDamageMax);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
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// Link effects
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effect eLink = EffectLinkEffects(eDur, eDamageResistance);
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eLink = EffectLinkEffects(eLink, eCessate);
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// We don't remove previous castings except of the same spell.
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PHS_RemoveSpellEffectsFromTarget(nSpellId, oTarget);
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// Signal event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_PROTECTION_FROM_ENERGY, FALSE);
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// Apply effects
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PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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