Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name Body of Ice
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//:: Spell FileName XXX_S_BodyofIce
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation [Cold]
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Level: Drd 4, Sor/Wiz 4
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Components: V, S, F
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Casting Time: 1 standard action
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Range: Personal
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Target: Caster
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Duration: 1 round/level
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Saving Throw: None
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Spell Resistance: No (Harmless)
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Source: Various (cthulhu)
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The transmuted caster's body is transformed into a mixture of pure ice and
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magical energy. Because of the caster's new form they gain the subtype
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[Cold] (immune to all cold damage and take double damage from fire), and are
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immune to critical hits.
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In this ice form the caster finds themselves more in tune with the
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Quasi-Elemental Plane of Ice and understands its detail and essence. All of
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their spells with the cold descriptor gain a +2 to their saving throw DC.
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Focus: A small crystal that comes from the center of a glacier.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Simple and easy, eh what?
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No, really, good advantages (if specific) and the immunity to critical hits
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is great.
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If the critical hit immunity is to much, +AC or something might be better,
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or some damage shield (does cold damage, small amount).
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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(SMP_SPELL_BODY_OF_ICE)) return;
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// Declare Major Variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF
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int nCasterLevel = SMP_GetCasterLevel();
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int nMetaMagic = SMP_GetMetaMagicFeat();
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// Duration is 1 round/level
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float fDuration = SMP_GetDuration(SMP_ROUNDS, nCasterLevel, nMetaMagic);
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// Declare effects
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effect eDur = EffectVisualEffect(VFX_DUR_ICESKIN);
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effect eImmunityIncrease = EffectDamageImmunityIncrease(DAMAGE_TYPE_COLD, 100);
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effect eImmunityDecrease = EffectDamageImmunityDecrease(DAMAGE_TYPE_FIRE, 100);
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effect eCritical = EffectImmunity(IMMUNITY_TYPE_CRITICAL_HIT);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eDur, eImmunityIncrease);
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eLink = EffectLinkEffects(eLink, eImmunityDecrease);
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eLink = EffectLinkEffects(eLink, eCritical);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Remove previous casting
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SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_BODY_OF_ICE, oTarget);
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//Fire cast spell at event for the specified target
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_BODY_OF_ICE, FALSE);
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// Apply the VFX impact and effects
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SMP_ApplyDuration(oTarget, eLink, fDuration);
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}
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