Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,108 +0,0 @@
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/*:://////////////////////////////////////////////
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//:: Spell Name Call Lightning
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//:: Spell FileName SMP_S_CallLgh
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Evocation [Electricity]
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Level: Drd 3
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Components: V, S
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Casting Time: 1 round
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Range: Medium (20M)
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Effect: One or more vertical lines of lightning
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Duration: 1 min./level
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Saving Throw: Reflex half
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Spell Resistance: Yes
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Immediately upon completion of the spell, and once per round thereafter,
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you may call down a vertical bolt of lightning that deals 3d6 points of
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electricity damage to one target. The bolt of lightning flashes down in a
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vertical stroke at whatever target point you choose within the spell<6C>s
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range (measured from your position at the time).
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You need not call a bolt of lightning immediately; other actions, even
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spellcasting, can be performed. However, each round after the first you
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may use a standard action (concentrating on the spell) to call a bolt.
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You may call a total number of bolts equal to your caster level (maximum
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10 bolts).
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If you are outdoors and in a stormy area - a rain shower, clouds - each bolt
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deals 3d10 points of electricity damage instead of 3d6.
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This spell functions indoors or underground.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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A second spell file calls down the bolts (+ 1 here) as long as they
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have cast not as many as the spell lets you, and got the spell visual
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still applied.
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Call Lightning Bolt power needs caster levels
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "SMP_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!SMP_SpellHookCheck()) return;
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// Delcare major variables.
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();// This should be an enemy
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object oArea = GetArea(oCaster);
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int nCasterLevel = SMP_GetCasterLevel();
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int nSpellSaveDC = SMP_GetSpellSaveDC();
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int nMetaMagic = SMP_GetMetaMagicFeat();
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int nBolts = SMP_LimitInteger(nCasterLevel, 10);
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int nDam;
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// Duration is 1 mintute/level
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float fDuration = SMP_GetDuration(SMP_MINUTES, nCasterLevel, nMetaMagic);
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// Declare effects
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effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S); // Small one
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// Add charges for this spell.
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SMP_AddChargesForSpell(SMP_SPELL_CALL_LIGHTNING, nBolts, fDuration);
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// Apply visual, whatever the effect (PvP and so on)
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// - Kinda a natural effect.
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SMP_ApplyVFX(oTarget, eVis);
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// Check reaction type and equal areas (just in case, for weather stuff)
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if(!GetIsReactionTypeFriendly(oTarget) && oArea == GetArea(oTarget))
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{
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// Signal spell cast at event
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_CALL_LIGHTNING);
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// Check spell resistance
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if(!SMP_SpellResistanceCheck(oCaster, oTarget))
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{
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// Damage!
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// - Is it a stormy area
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if(GetWeather(oArea) == WEATHER_RAIN)
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{
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// 3d10
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nDam = SMP_MaximizeOrEmpower(10, 3, nMetaMagic);
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}
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else
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{
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// 3d6
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nDam = SMP_MaximizeOrEmpower(6, 3, nMetaMagic);
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}
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// Reflex save
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nDam = SMP_GetAdjustedDamage(SAVING_THROW_REFLEX, nDam, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_ELECTRICITY, oCaster);
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// Check if we will damage
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if(nDam > 0)
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{
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// Apply damage
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SMP_ApplyDamageToObject(oTarget, nDam, DAMAGE_TYPE_ELECTRICAL);
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}
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}
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}
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}
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