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

@@ -1,66 +0,0 @@
/*:://////////////////////////////////////////////
//:: Spell Name Whatever: On Heartbeat
//:: Spell FileName XXX_S_WhateverC
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
This is simple, and is an AOE which dazes (as the Bioware stinking cloud
spell, kinda).
Will negates, and SR applies. Nothing is applied On Enter. Only needs
an On Heartbeat effect.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "SMP_INC_SPELLS"
void main()
{
// Check AOE
if(!SMP_CheckAOECreator()) return;
// Declare major variables
object oTarget;
object oCaster = GetAreaOfEffectCreator();
float fDelay;
// 1 round duration for the daze.
float fDuration = RoundsToSeconds(1);
// Declare Effects
effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S);
effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
effect eDaze = EffectDazed();
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
// Link effects
effect eLink = EffectLinkEffects(eMind, eDaze);
eLink = EffectLinkEffects(eLink, eCessate);
// Start cycling through the AOE Object for viable targets
oTarget = GetFirstInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
while(GetIsObjectValid(oTarget))
{
// PvP check
if(!GetIsReactionTypeFriendly(oTarget, oCaster) &&
// Make sure they are not immune to spells
!SMP_TotalSpellImmunity(oTarget))
{
// Get a small delay
fDelay = SMP_GetRandomDelay(0.1, 3.0);
// Spell resistance
if(!SMP_SpellResistanceCheck(oCaster, oTarget, fDelay))
{
// Fire cast spell at event for the affected target
SMP_SignalSpellCastAt(oTarget, SMP_SPELL_WHATEVER);
// Apply damage and visuals
DelayCommand(fDelay, SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration));
}
}
// Get next target.
oTarget = GetNextInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
}
}