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

@@ -1,59 +0,0 @@
/**
* Crushing Fist of Spite
*
* This just tells it to move to the nearest enemy
*/
#include "prc_inc_spells"
#include "prc_add_spell_dc"
void main()
{
if (DEBUG) DoDebug("Starting Crushing Fist AI");
object oCaster = GetMaster();
location lTarget = GetLocation(OBJECT_SELF);
object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, 20.0, lTarget, TRUE);
while(GetIsObjectValid(oTarget))
{
if (GetIsEnemy(oTarget, oCaster))
{
AssignCommand(OBJECT_SELF, ClearAllActions(TRUE));
AssignCommand(OBJECT_SELF, ActionForceMoveToObject(oTarget, TRUE));
// End script for this heartbeat
return;
}
//Get next target in the spell cone
oTarget = MyNextObjectInShape(SHAPE_SPHERE, 20.0, lTarget, TRUE);
}
// Now actually do something
int nCasterLvl = GetLocalInt(oCaster, "CrushingFistOfSpite");
oTarget = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(5.0), lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
//Cycle through the targets within the spell shape until an invalid object is captured.
while (GetIsObjectValid(oTarget))
{
if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oCaster, SPELL_CRUSHING_FIST_OF_SPITE));
if (!PRCDoResistSpell(oCaster, oTarget, nCasterLvl))
{
int nDamage = d6(nCasterLvl);
nDamage += SpellDamagePerDice(oCaster, nCasterLvl);
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, (PRCGetSaveDC(oTarget, oCaster)), SAVING_THROW_TYPE_SPELL);
if(nDamage > 0)
{
//Set the damage effect
effect eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_POSITIVE);
// Apply effects to the currently selected target.
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
}
}
}
//Select the next target within the spell shape.
oTarget = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(5.0), lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
if (DEBUG) DoDebug("Ending Crushing Fist AI");
}