Clear out experimental .35 files
Clear out experimental .35 files
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//::///////////////////////////////////////////////
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//:: Faerie Fire
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//:: sp_faerie_fire
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//:://////////////////////////////////////////////
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/*
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Faerie Fire
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Evocation [Light]
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Level: Drd 1
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Components: V, S, DF
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Casting Time: 1 standard action
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Range: Long (400 ft. + 40 ft./level)
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Area: Creatures and objects within a 5-ft.-radius burst
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Duration: 1 min./level (D)
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Saving Throw: None
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Spell Resistance: Yes
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A pale glow surrounds and outlines the subjects. Outlined subjects shed light
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as candles. Outlined creatures do not benefit from the concealment normally
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provided by darkness (though a 2nd-level or higher magical darkness effect
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functions normally), blur, displacement, invisibility, or similar effects.
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The light is too dim to have any special effect on undead or dark-dwelling
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creatures vulnerable to light. The faerie fire can be blue, green, or violet,
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according to your choice at the time of casting. The faerie fire does not
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cause any harm to the objects or creatures thus outlined.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Primogenitor
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//:: Created On: Sept 22 , 2004
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//:://////////////////////////////////////////////
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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#include "prc_inc_spells"
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//#include "x2_inc_spellhook"
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_EVOCATION);
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//Declare major variables
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object oCaster = OBJECT_SELF;
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location lTarget = PRCGetSpellTargetLocation();
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int nCasterLvl = PRCGetCasterLevel(oCaster);
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int nPenetr = nCasterLvl + SPGetPenetr();
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int nMetaMagic = PRCGetMetaMagicFeat();
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float fDuration = MinutesToSeconds(nCasterLvl);
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effect eVis, eExplode;
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if(nMetaMagic & METAMAGIC_EXTEND)
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fDuration *= 2;
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switch(Random(3))
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{
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case 0:
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eVis = EffectVisualEffect(VFX_DUR_LIGHT_PURPLE_5);
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eExplode = EffectVisualEffect(VFX_IMP_FAERIE_FIRE_VIOLET);
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break;
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case 1:
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eVis = EffectVisualEffect(VFX_DUR_LIGHT_BLUE_5);
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eExplode = EffectVisualEffect(VFX_IMP_FAERIE_FIRE_BLUE);
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break;
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case 2:
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eVis = EffectVisualEffect(VFX_DUR_LIGHT_YELLOW_5);
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eExplode = EffectVisualEffect(VFX_IMP_FAERIE_FIRE_GREEN);
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break;
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}
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//Declare the spell shape, size and the location. Capture the first target object in the shape.
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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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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SignalEvent(oTarget, EventSpellCastAt(oCaster, SPELL_FAERIE_FIRE));
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if (!PRCDoResistSpell(oCaster, oTarget, nPenetr))
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eExplode, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget, fDuration);
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PRCRemoveSpecificEffect(EFFECT_TYPE_IMPROVEDINVISIBILITY, oTarget);
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PRCRemoveSpecificEffect(EFFECT_TYPE_INVISIBILITY, oTarget);
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//PRCRemoveSpecificEffect(EFFECT_TYPE_DARKNESS, oTarget);
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PRCRemoveSpecificEffect(EFFECT_TYPE_CONCEALMENT, oTarget);
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}
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//Select the next target within the spell shape.
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}
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PRCSetSchool();
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}
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