Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name Ethereal Shock
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//:: Spell FileName XXX_S_EtherealSh
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Evocation
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Level: Sor/Wiz 4
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Components: V, S
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Casting Time: 1 standard action
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Range: Ethereal Plane in same location as self
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Area: 20M spread (60 ft.)
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Duration: Instant
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Saving Throw: Will Half
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Spell Resistance: Yes
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Source: Various (Arilou_skiff)
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This spell releases a shockwave of ethereal energy, disrupting the ethereal
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forms of ethereal travellers and creatures.
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The shockwave emanates from the caster's location, although on the ethereal
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plane (if the caster is actually foolish enough to cast this while *on* the
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ethereal plane he suffers the same effects as anyone else caught in the area).
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Any ethereal creature caught in the blast suffers 1d6 points of damage per
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level of the caster (maximum 12d6) as their ethereal bodies are torn apart
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by the violent energies. Creatures on the Prime do not notice anything at all.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Cool spell, hits only ethereal people :-)
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And we can apply visuals to the people and no one else (of course) can
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see anything.
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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_ETHEREAL_SHOCK)) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget;
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location lTarget = GetSpellTargetLocation();
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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 nDam;
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float fDelay;
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// Limit dice to 12d6
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int nDice = SMP_LimitInteger(nCasterLevel, 12);
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// Declare Effects
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effect eVis = EffectVisualEffect(VFX_IMP_MAGBLUE);
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// Get all targets in a sphere, 20M radius, creatures only.
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 6.67, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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// Loop targets
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while(GetIsObjectValid(oTarget))
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{
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// PvP Check
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if(!GetIsReactionTypeFriendly(oTarget, oCaster) &&
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// Make sure they are not immune to spells
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!SMP_TotalSpellImmunity(oTarget))
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{
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// Must be ethereal
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if(SMP_GetIsEthereal(oTarget))
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{
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// Fire cast spell at event for the specified target
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_ETHEREAL_SHOCK);
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// Get the distance between the explosion and the target to calculate delay
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fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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// Spell resistance And immunity checking.
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if(!SMP_SpellResistanceCheck(oCaster, oTarget, fDelay))
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{
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// Roll damage for each target
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nDam = SMP_MaximizeOrEmpower(6, nDice, nMetaMagic);
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// Adjust the damage based on the Will Save.
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nDam = SMP_GetAdjustedDamage(SAVING_THROW_WILL, nDam, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NONE, oCaster, fDelay);
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// Need to do damage to apply visuals
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if(nDam > 0)
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{
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, SMP_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_MAGICAL));
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}
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}
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}
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}
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// Get Next Target
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, 20.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}
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}
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