Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,68 +0,0 @@
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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 code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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if (!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_ENCHANTMENT);
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object oTarget = PRCGetSpellTargetObject();
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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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PRCSignalSpellEvent(oTarget);
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int nCasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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// Make SR check
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if (!PRCDoResistSpell(OBJECT_SELF, oTarget,nCasterLvl+SPGetPenetr()))
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{
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// Fort save or die, if the fort save is successful will save or dazed for
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// 1d4 rounds.
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if (!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, PRCGetSaveDC(oTarget,OBJECT_SELF), SAVING_THROW_TYPE_SPELL))
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{
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DeathlessFrenzyCheck(oTarget);
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// Target dies if it fails fort save.
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effect eDead = EffectDeath();
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eDead = EffectLinkEffects(eDead, EffectVisualEffect(VFX_IMP_DEATH));
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDead, oTarget);
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}
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else if (GetHasMettle(oTarget, SAVING_THROW_FORT))
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{
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// This script does nothing if it has Mettle, bail
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return;
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}
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else if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, PRCGetSaveDC(oTarget,OBJECT_SELF), SAVING_THROW_TYPE_SPELL))
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{
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float fDuration = PRCGetMetaMagicDuration(RoundsToSeconds(d4()));
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effect eDazed = EffectDazed();
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eDazed = EffectLinkEffects(eDazed, EffectVisualEffect(VFX_IMP_DAZED_S));
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDazed, oTarget, fDuration,TRUE,-1,nCasterLvl);
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}
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// The target always takes a -2 penalty to saves, attacks, and skill checks,
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// we do it out here in case the target is immune to death effects (it could
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// then still be alive even if it fails it's fort save).
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if (!GetIsDead(oTarget))
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{
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// Determine the spell's duration, taking metamagic feats into account.
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float fDuration = PRCGetMetaMagicDuration(RoundsToSeconds(nCasterLvl));
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// Target's saves, attack rolls, and skill checks are reduced by 2 for the
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// spell's duration.
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effect eDebuff = EffectSavingThrowDecrease(SAVING_THROW_ALL, 2);
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eDebuff = EffectLinkEffects(eDebuff, EffectAttackDecrease(2));
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eDebuff = EffectLinkEffects(eDebuff, EffectSkillDecrease(SKILL_ALL_SKILLS, 2));
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eDebuff = EffectLinkEffects(eDebuff, EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE));
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eDebuff = EffectLinkEffects(eDebuff, EffectVisualEffect(VFX_DUR_PROTECTION_EVIL_MINOR));
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDebuff, oTarget, fDuration,TRUE,-1,nCasterLvl);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT,
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EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE), oTarget);
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}
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}
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}
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PRCSetSchool();
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}
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