Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,59 +0,0 @@
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/**
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* Crushing Fist of Spite
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*
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* This just tells it to move to the nearest enemy
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*/
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
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{
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if (DEBUG) DoDebug("Starting Crushing Fist AI");
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object oCaster = GetMaster();
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location lTarget = GetLocation(OBJECT_SELF);
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, 20.0, lTarget, TRUE);
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while(GetIsObjectValid(oTarget))
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{
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if (GetIsEnemy(oTarget, oCaster))
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{
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AssignCommand(OBJECT_SELF, ClearAllActions(TRUE));
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AssignCommand(OBJECT_SELF, ActionForceMoveToObject(oTarget, TRUE));
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// End script for this heartbeat
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return;
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}
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//Get next target in the spell cone
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, 20.0, lTarget, TRUE);
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}
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// Now actually do something
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int nCasterLvl = GetLocalInt(oCaster, "CrushingFistOfSpite");
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(5.0), lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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//Cycle through the targets within the spell shape until an invalid object is captured.
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while (GetIsObjectValid(oTarget))
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, SPELL_CRUSHING_FIST_OF_SPITE));
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if (!PRCDoResistSpell(oCaster, oTarget, nCasterLvl))
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{
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int nDamage = d6(nCasterLvl);
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nDamage += SpellDamagePerDice(oCaster, nCasterLvl);
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, (PRCGetSaveDC(oTarget, oCaster)), SAVING_THROW_TYPE_SPELL);
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if(nDamage > 0)
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{
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//Set the damage effect
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effect eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_POSITIVE);
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// Apply effects to the currently selected target.
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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}
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}
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}
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//Select the next target within the spell shape.
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(5.0), lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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if (DEBUG) DoDebug("Ending Crushing Fist AI");
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}
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