Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name Charm Monster
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//:: Spell FileName SMP_S_CharmMon
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Enchantment (Charm) [Mind-Affecting]
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Level: Brd 3, Sor/Wiz 4
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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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Target: One living creature
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Duration: One day/level
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Saving Throw: Will negates
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Spell Resistance: Yes
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This spell functions like charm person, except that the effect is not
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restricted by creature type or size. The charming makes a creature regard
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you as its trusted friend and ally. If the creature is currently being
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threatened or attacked by you or your allies, however, it receives a +5
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bonus on its saving throw.
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Any act by you or your apparent allies that threatens the charmed creature
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breaks the spell. You cannot control a charmed creature directly, but it may
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help in battle and not attack you.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Charms using Biowares EffectCharmed(), which, as tests show, just increases
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personal reputation.
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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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//Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nSpellSaveDC = SMP_GetSpellSaveDC();
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int nMetaMagic = SMP_GetMetaMagicFeat();
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int nCasterLevel = SMP_GetCasterLevel();
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// Duration is 1 day/level. (24 hours/level)
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float fDuration = SMP_GetDuration(SMP_HOURS, nCasterLevel * 24, nMetaMagic);
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// Lower save DC by 5 if they are in combat
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if(GetIsInCombat(oTarget))
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{
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nSpellSaveDC -= 5;
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}
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// Declare Effects
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effect eVis = EffectVisualEffect(VFX_IMP_CHARM);
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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effect eCharm = EffectCharmed();
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eMind, eCharm);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Always fire spell cast at event
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_CHARM_MONSTER, FALSE);
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// Make sure they are not immune to spells
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if(!SMP_TotalSpellImmunity(oTarget))
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{
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// Must check reaction type for PvP
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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// Check spell resistance and immunities, and immunity to charm
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if(!SMP_SpellResistanceCheck(oCaster, oTarget) &&
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!SMP_ImmunityCheck(oTarget, IMMUNITY_TYPE_CHARM) &&
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!SMP_ImmunityCheck(oTarget, IMMUNITY_TYPE_MIND_SPELLS))
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{
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//Make Will Save to negate effect
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if(!SMP_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_MIND_SPELLS))
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{
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// Apply VFX Impact and daze effect
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SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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}
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}
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}
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}
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