Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,79 +0,0 @@
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/*:://////////////////////////////////////////////
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//:: Spell Name Temporal Stasis
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//:: Spell FileName PHS_S_TempStasis
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Fortitude negates. Needs touch attack (and has SR checks). If successful, the
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target is made immobile and suspended in animation (paralyzed). It also
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has damage immunity increased for everything to 100, and all immunities
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are added.
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Material Component: A powder composed of diamond, emerald, ruby, and
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sapphire dust with a total value of at least 5,000 gp.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Those who are already plot cannot be affected by the spell.
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Doesn't use any scripting commands - only effects, so can be sure of dispelling
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working right (among other things!)
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needs a 5000 gold componant.
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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_TEMPORAL_STASIS)) return;
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// Check for 5000 gold valued gem.
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if(!PHS_ComponentItemGemCheck("Temporal Stasis", 5000)) return;
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// Delcare 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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// We only use nCasterLevel for <= normal difficulty
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int nCasterLevel = PHS_GetCasterLevel();
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// Declare effects
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effect eStop = EffectCutsceneImmobilize();
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effect eStopDur = EffectVisualEffect(VFX_DUR_FREEZE_ANIMATION);
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effect eDur = EffectVisualEffect(PHS_VFX_DUR_TEMPORAL_STASIS);
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effect eImmunities = PHS_AllImmunitiesLink();
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// Link stop, immunity and blur (blue glowy effect!)
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effect eLink = EffectLinkEffects(eStop, eStopDur);
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eLink = EffectLinkEffects(eLink, eDur);
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eLink = EffectLinkEffects(eLink, eImmunities);
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// Fire spell cast at event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_TEMPORAL_STASIS, TRUE);
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// Apply beam visual for touch attack
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PHS_ApplyTouchBeam(oTarget, VFX_BEAM_ODD, nTouch);
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// Touch attack melee. Criticals mean squat.
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if(PHS_SpellTouchAttack(PHS_TOUCH_MELEE, oTarget, TRUE))
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{
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// PvP and plot/immortal check
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if(!GetIsReactionTypeFriendly(oTarget) && PHS_CanCreatureBeDestroyed(oTarget))
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{
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// We don't check turning but DO check spell resistance + immunity.
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if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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{
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// Fortitude save with spell resistance
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if(!PHS_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_SPELL))
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{
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// Apply effects and visuals.
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PHS_ApplyPermanentDeath(oTarget, eLink, nCasterLevel, "You have been put in stasis, and cannot recover your status alone");
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}
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}
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}
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}
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}
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