Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,98 +0,0 @@
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/*:://////////////////////////////////////////////
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//:: Spell Name Sculpt Sound
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//:: Spell FileName PHS_S_SculptSoun
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation
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Level: Brd 3
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Components: V, S
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Casting Time: 1 standard action
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Range: Close (8M)
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Targets: One enemy creature/level within a 10M-radius (30ft) sphere
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Duration: 1 hour/level (D)
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Saving Throw: Will negates (object)
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Spell Resistance: Yes (object)
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You change the sounds that creatures or objects make. You can transform the
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voices of enemies into other sounds. Once the transmutation is made, you
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cannot change it, although it can be dispelled normally. A spellcaster whose
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voice is changed dramatically is unable to cast spells with verbal
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components, and ususally only can utter a strange sound when he tries to.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Will use the spell hook.
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Basically, it can harm spell casters - like Silence, but only ones with
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verbal components.
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Of course, well, we'll add some strange sound FX to play at the end instead
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of casting the spell, to make it funny :-)
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To tell PC's, we'll also have floating text to tell them, as there is no
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effect for this.
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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_SCULPT_SOUND)) return;
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// Define major variables
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object oCaster = OBJECT_SELF;
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location lTarget = GetSpellTargetLocation();
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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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// Delay = distance / 20
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float fDelay;
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// Duration is in hours
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float fDuration = PHS_GetDuration(PHS_HOURS, nCasterLevel, nMetaMagic);
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// Just a duration visual
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_SONIC);
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// Apply AOE visual
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_NORMAL_30);
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PHS_ApplyLocationVFX(lTarget, eImpact);
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// Loop enemies - and apply the effects.
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 10.0, lTarget);
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while(GetIsObjectValid(oTarget))
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{
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// Only affects non-friends. PvP Check. Must be able to be affected
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if(!GetIsFriend(oTarget) && !GetFactionEqual(oTarget) &&
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oTarget != oCaster && GetIsReactionTypeHostile(oTarget) &&
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// Make sure they are not immune to spells
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!PHS_TotalSpellImmunity(oTarget))
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{
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//Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_SCULPT_SOUND);
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// Delay for visuals and effects.
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fDelay = GetDistanceBetween(oCaster, oTarget)/20;
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// Resistance and immunity checking. Check fear + mind immunity too
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if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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{
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// Normal Will-based saving throw.
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if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NONE, oCaster, fDelay))
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{
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// Apply visuals and the duration effect
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FloatingTextStringOnCreature("*Your voice suddenly changes from Sculpt Sound*", oTarget, FALSE);
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DelayCommand(fDelay, PHS_ApplyDurationAndVFX(oTarget, eVis, eCessate, fDuration));
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}
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}
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}
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, 10.0, lTarget);
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}
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}
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