Clear out experimental .35 files
Clear out experimental .35 files
This commit is contained in:
@@ -1,101 +0,0 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Name Repel Vermin
|
||||
//:: FileName sp_repel_vermin.nss
|
||||
//:://////////////////////////////////////////////
|
||||
/**@file Repel Vermin
|
||||
Abjuration
|
||||
Level: Brd 4, Clr 4, Drd 4, Rgr 3, Hexblade 3
|
||||
Components: V, S, DF
|
||||
Casting Time: 1 standard action
|
||||
Range: 10 ft.
|
||||
Area: 10-ft.-radius emanation centered on you
|
||||
Duration: 10 min./level (D)
|
||||
Saving Throw: None or Will negates; see text
|
||||
Spell Resistance: Yes
|
||||
|
||||
An invisible barrier holds back vermin. A vermin
|
||||
with Hit Dice of less than one-third your level
|
||||
cannot penetrate the barrier. A vermin with Hit
|
||||
Dice of one-third your level or more can penetrate
|
||||
the barrier if it succeeds on a Will save. Even so,
|
||||
crossing the barrier deals the vermin 2d6 points
|
||||
of damage, and pressing against the barrier causes
|
||||
pain, which deters most vermin.
|
||||
|
||||
**/
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
//:: Author: Tenjac
|
||||
//:: Date: No, thanks. I'm married now.
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
#include "prc_alterations"
|
||||
#include "prc_inc_spells"
|
||||
|
||||
void DoPush(object oTarget, object oCreator, int nReverse = FALSE);
|
||||
|
||||
void main()
|
||||
{
|
||||
object oTarget = GetEnteringObject();
|
||||
object oCreator = GetAreaOfEffectCreator();
|
||||
|
||||
// Only affect vermin
|
||||
if(MyPRCGetRacialType(oTarget) == RACIAL_TYPE_VERMIN)
|
||||
{
|
||||
//Fire cast spell at event for the target
|
||||
SignalEvent(oTarget, EventSpellCastAt(oCreator, SPELL_REPEL_VERMIN));
|
||||
|
||||
// Punt them out of the area
|
||||
DoPush(oTarget, oCreator);
|
||||
}
|
||||
}
|
||||
|
||||
void DoPush(object oTarget, object oCreator, int nReverse = FALSE)
|
||||
{
|
||||
// Calculate how far the creature gets pushed
|
||||
float fDistance = FeetToMeters(6.096);
|
||||
// Determine if they hit a wall on the way
|
||||
location lCreator = GetLocation(oCreator);
|
||||
location lTargetOrigin = GetLocation(oTarget);
|
||||
vector vAngle = AngleToVector(GetRelativeAngleBetweenLocations(lCreator, lTargetOrigin));
|
||||
vector vTargetOrigin = GetPosition(oTarget);
|
||||
vector vTarget = vTargetOrigin + (vAngle * fDistance);
|
||||
|
||||
if(!LineOfSightVector(vTargetOrigin, vTarget))
|
||||
{
|
||||
// Hit a wall, binary search for the wall
|
||||
float fEpsilon = 1.0f; // Search precision
|
||||
float fLowerBound = 0.0f; // The lower search bound, initialise to 0
|
||||
float fUpperBound = fDistance; // The upper search bound, initialise to the initial distance
|
||||
fDistance = fDistance / 2; // The search position, set to middle of the range
|
||||
|
||||
do{
|
||||
// Create test vector for this iteration
|
||||
vTarget = vTargetOrigin + (vAngle * fDistance);
|
||||
|
||||
// Determine which bound to move.
|
||||
if(LineOfSightVector(vTargetOrigin, vTarget))
|
||||
fLowerBound = fDistance;
|
||||
else
|
||||
fUpperBound = fDistance;
|
||||
|
||||
// Get the new middle point
|
||||
fDistance = (fUpperBound + fLowerBound) / 2;
|
||||
}while(fabs(fUpperBound - fLowerBound) > fEpsilon);
|
||||
}
|
||||
|
||||
// Create the final target vector
|
||||
vTarget = vTargetOrigin + (vAngle * fDistance);
|
||||
|
||||
// Move the target
|
||||
location lTargetDestination = Location(GetArea(oTarget), vTarget, GetFacing(oTarget));
|
||||
AssignCommand(oTarget, ClearAllActions(TRUE));
|
||||
AssignCommand(oTarget, JumpToLocation(lTargetDestination));
|
||||
|
||||
int nDam = d6(2);
|
||||
nDam += SpellDamagePerDice(oCreator, 2);
|
||||
SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_MAGICAL), oTarget);
|
||||
}
|
||||
|
||||
|
||||
|
Reference in New Issue
Block a user