Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name Rage
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//:: Spell FileName PHS_S_Rage
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Enchantment (Compulsion) [Mind-Affecting]
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Level: Brd 2, Sor/Wiz 3
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Components: V, S
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Casting Time: 1 standard action
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Range: Medium (20M)
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Targets: One ally/level within 10M (30-ft)
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Duration: Concentration + 1 round/level (D)
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Saving Throw: None
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Spell Resistance: Yes
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Each affected creature gains a +2 morale bonus to Strength and Constitution,
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a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is
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otherwise identical with a barbarian<61>s rage (ie cannot be dispelled) except
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that the subjects aren<65>t fatigued at the end of the rage.
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The effects last on targets for as long as you concentrate, plus one
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round/level.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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The rage is concentration based, and that is about all the special things
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about it - it does just apply the bonuses as normal (undispellable).
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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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#include "PHS_INC_CONCENTR"
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void main()
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{
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// If we are concentrating, and cast at the same spot, we set the integer
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// for the hypnotic pattern up by one.
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object oCaster = OBJECT_SELF;
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location lTarget = GetSpellTargetLocation();
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// Check the function
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if(PHS_ConcentatingContinueCheck(PHS_SPELL_RAGE, lTarget, PHS_AOE_TAG_PER_RAGE, 18.0, oCaster)) return;
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// Else, new spell!
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// Spell Hook Check.
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if(!PHS_SpellHookCheck(PHS_SPELL_RAGE)) return;
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// Declare major variables
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object oTarget;
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int nCasterLevel = PHS_GetCasterLevel();
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nCnt;
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float fDelay, fDistance;
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// Extra Duration in rounds
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float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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// We set the "Concentration" thing to 18 seconds
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// This also returns the array we set people affected to, and does the new
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// action.
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string sArrayLocal = PHS_ConcentatingStart(PHS_SPELL_RAGE, 0, lTarget, PHS_AOE_PER_RAGE, fDuration);
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int nArrayCount;
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// Note on duration: We apply it permamently, however, it will definatly
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// be removed by the AOE.
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// Declare effects
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effect eStr = EffectAbilityIncrease(ABILITY_STRENGTH, 2);
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effect eCon = EffectAbilityIncrease(ABILITY_CONSTITUTION, 2);
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effect eSave = EffectSavingThrowIncrease(SAVING_THROW_WILL, 1);
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effect eAC = EffectACDecrease(2, AC_DODGE_BONUS);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE);
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// Link effects
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effect eLink = EffectLinkEffects(eStr, eCon);
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eLink = EffectLinkEffects(eLink, eSave);
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eLink = EffectLinkEffects(eLink, eAC);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Loop all allies in a 10M sphere, basically
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oTarget = oCaster;
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// 1 target/level, nearest to location within a huge radius
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while(GetIsObjectValid(oTarget) && nArrayCount < nCasterLevel &&
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GetDistanceBetweenLocations(lTarget, GetLocation(oTarget)) <= RADIUS_SIZE_FEET_30)
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{
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// Friendly check and that they do not have the effects of rage already
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if((oTarget == OBJECT_SELF || GetIsFriend(oTarget) ||
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GetFactionEqual(oTarget)) && !GetHasFeatEffect(FEAT_BARBARIAN_RAGE, oTarget))
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{
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// Get a random delay
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fDelay = PHS_GetRandomDelay(0.1, 0.9);
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// Add to the array
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nArrayCount++;
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SetLocalObject(oCaster, sArrayLocal + IntToString(nArrayCount), oTarget);
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// Signal the spell cast at event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_RAGE, FALSE);
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// Remove this previous effects.
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_RAGE, oTarget);
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// Play voice chat
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DelayCommand(fDelay, PlayVoiceChat(VOICE_CHAT_BATTLECRY1, oTarget));
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// Apply effects and VFX to target
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DelayCommand(fDelay, PHS_ApplyPermanentAndVFX(oTarget, eVis, eLink));
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}
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// Get next target
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nCnt++;
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oTarget = GetNearestObjectToLocation(OBJECT_TYPE_CREATURE, lTarget, nCnt);
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}
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}
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