Clear out experimental .35 files
Clear out experimental .35 files
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////////////////////////////////////////////////////
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// Consecrate On Enter
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// sp_consecratea.nss
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///////////////////////////////////////////////////////
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/*Consecrate
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Evocation [Good]
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Level: Clr 2
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Components: V, S
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Casting time: 1 standard action
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Range: Close (25 ft. + 5 ft./2 levels)
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Area: 20-ft.-radius emanation
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Duration: 2 hours/level
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Saving Throw: None
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Spell Resistance: No
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This spell blesses an area with positive energy. Each Charisma check made
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to turn undead within this area gains a +3 sacred bonus. Every undead creature
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entering a consecrated area suffers minor disruption, giving it a -1 penalty on
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attack rolls, damage rolls, and saves. Undead cannot be created within or summoned
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into a consecrated area.
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If the consecrated area contains an altar, shrine, or other permanent fixture
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dedicated to your deity, pantheon, or aligned higher power, the modifiers given
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above are doubled (+6 sacred bonus on turning checks, -2 penalties for undead in
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the area). You cannot consecrate an area with a similar fixture of a deity other
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than your own patron.
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If the area does contain an altar, shrine, or other permanent fixture of a deity,
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pantheon, or higher power other than your patron, the consecrate spell instead curses
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the area, cutting off its connection with the associated deity or power. This secondary
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function, if used, does not also grant the bonuses and penalties relating to undead, as
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given above.
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Consecrate counters and dispels desecrate.
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*/
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#include "prc_inc_spells"
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void main()
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{
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//Declare major variables
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object oTarget = GetEnteringObject();
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effect eVis = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
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if(MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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{
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effect eNegLink = EffectLinkEffects(EffectAttackDecrease(1), EffectDamageDecrease(1, DAMAGE_TYPE_BLUDGEONING|DAMAGE_TYPE_PIERCING|DAMAGE_TYPE_SLASHING));
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eNegLink = EffectLinkEffects(eNegLink, EffectSavingThrowDecrease(SAVING_THROW_ALL,1));
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eNegLink = EffectLinkEffects(eNegLink, EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE));
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eNegLink, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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else
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE), oTarget);
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}
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