Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,74 +0,0 @@
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/*:://////////////////////////////////////////////
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//:: Spell Name Repel Vermin: On Enter
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//:: Spell FileName PHS_S_RepelVirmA
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As in Antilife Shell, this will repel vermin.
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They do get a will save (but take damage) and the rules for forcing it
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still apply.
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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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// Declare major variables
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object oCaster = GetAreaOfEffectCreator();
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object oTarget = GetEnteringObject();
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int nSpellSaveDC = PHS_GetAOESpellSaveDC();
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int nMetaMagic = PHS_GetAOEMetaMagic();
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// Stop if they are not an alive thing, or is plot, or is a DM
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if(GetIsDM(oTarget) || GetPlotFlag(oTarget) || oTarget == oCaster) return;
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// If we are starting still, do not hedge back
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if(GetLocalInt(oCaster, PHS_MOVING_BARRIER_START + IntToString(PHS_SPELL_REPEL_VIRMIN))) return;
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// Races:
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// vermin only
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// But not:
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// constructs, elementals, outsiders, or undead
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if(GetRacialType(oTarget) != RACIAL_TYPE_VERMIN) return;
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// Check if we are moving, and therefore cannot force it agsint soemthing
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// that would be affected!
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vector vVector = GetPosition(oCaster);
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object oArea = GetArea(oCaster);
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DelayCommand(0.1, PHS_MobileAOECheck(oCaster, PHS_SPELL_REPEL_VIRMIN, vVector, oArea));
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// The target is allowed a Spell resistance and immunity check to force
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// thier way through the barrier
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if(PHS_SpellResistanceCheck(oCaster, oTarget)) return;
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// Make sure they are not immune to spells
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if(PHS_TotalSpellImmunity(oTarget)) return;
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// Do they get through? (will save to take 2d6 damage)
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if(PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NONE, oCaster))
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{
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// Allow access and damage
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int nDam = PHS_MaximizeOrEmpower(6, 2, nMetaMagic);
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
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PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam);
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return;
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}
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// Distance we need to move them back is going to be 4M away, so out of the
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// AOE.
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// Therefore, this is 4 - Current Distance.
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float fDistance = 4.0 - GetDistanceBetween(oCaster, oTarget);
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// Debug stuff, obviously we'll need to move them at least 1 meter away.
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if(fDistance < 1.0)
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{
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fDistance = 1.0;
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}
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// Move the enterer back from the caster.
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PHS_PerformMoveBack(oCaster, oTarget, fDistance, GetCommandable(oTarget));
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}
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