Clear out experimental .35 files

Clear out experimental .35 files
This commit is contained in:
Jaysyn904
2024-02-11 13:04:14 -05:00
parent 2112b92e24
commit 618cd42b82
22356 changed files with 0 additions and 1248956 deletions

View File

@@ -1,62 +0,0 @@
/*:://////////////////////////////////////////////
//:: Name Spell: Song of Discord Action (Heartbeat script)
//:: FileName SMP_ail_songdisc
//:://////////////////////////////////////////////
If they ONLY have Song Of Discord's effects, this means we have a 50% chance
of attacking the nearest alive creature (who is not dying) with the most
powerful thing.
This is the script which chooses "the most powerful thing". It runs through
all hostile spells, depending on thier level (lower spells are more randomly
cast if they are quite low).
It'll always attack in melee.
It attacks the nearest seen creature (living) or, failing that, the nearest
heard.
This mearly does a call of one or two (two for a melee or range attack)
Action*** calls.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "SMP_INC_AILMENT"
void main()
{
// Default for now: attack nearest creature we can see
object oSelf = OBJECT_SELF;
object oTarget = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, oSelf, 1,
CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN);
// If no valid seen target, get nearest heard
if(!GetIsObjectValid(oTarget))
{
oTarget = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, oSelf, 1,
CREATURE_TYPE_PERCEPTION, PERCEPTION_HEARD);
// If it still is not valid, we will attack ourselves due to discord...
// Might remove, its just funny :-)
if(!GetIsObjectValid(oTarget))
{
// Stop
ClearAllActions();
// Most damaging melee weapon and loop animation
ActionEquipMostDamagingMelee();
ActionPlayAnimation(ANIMATION_FIREFORGET_SPASM);
// Do damage to us
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(1), oSelf);
// Wait
ActionWait(5.0);
// Stop the script
return;
}
}
// Attack oTarget
// Stop
ClearAllActions();
// Most damaging melee weapon
ActionEquipMostDamagingMelee();
// Attack
ActionAttack(oTarget);
}