Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name Sanctuary
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//:: Spell FileName PHS_S_Sanctuary
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Range: Touch
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Target: Creature touched
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Duration: 1 round/level
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Saving Throw: Will negates
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Spell Resistance: No
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All creatures who percieve the touched creature must attempt a Will save. If
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the save succeeds, the opponent can see the target normally and is unaffected
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by that casting of the spell. If the save fails, the opponent cannot see the
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creature as if they were under the effect of invisibility. This spell does
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not prevent the warded creature from being attacked or affected by area or
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effect spells. The subject cannot attack without breaking the spell but may
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use nonattack spells or otherwise act.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As above - uses the default Bioware Sancuary, so its not exactly to D&D at all.
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Sancuary, as far as I am aware, is a better invisiblity - as it is used
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as a basis for the Bioware Etherealness.
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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_SANCTUARY)) 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 nSpellSaveDC = PHS_GetSpellSaveDC();
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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// Get duration in rounds
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float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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// Declare effects
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effect eSanctuary = EffectSanctuary(nSpellSaveDC);
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effect eDur = EffectVisualEffect(VFX_DUR_SANCTUARY);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eSanctuary, eDur);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Signal spell cast at event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_SANCTUARY, FALSE);
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// Apply duration effects
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PHS_ApplyDuration(oTarget, eLink, fDuration);
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}
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