Further file organization

Further file organization
This commit is contained in:
Jaysyn904
2023-08-23 22:11:00 -04:00
parent 3062876237
commit d87fe14826
22364 changed files with 0 additions and 3253 deletions

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/*
18/02/19 by Stratovarius
Flesh Fails, Greater
Master, Breath of Twilight
Level/School: 8th/Necromancy
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level in a 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Your foes suddenly find their bodies infused with shadowstuff, weakening them greatly.
This mystery functions like the mystery flesh fails, except that you can affect multiple subjects, and you deal either 6 points of Strength damage,
6 points of Dexterity damage, or 4 points of Constitution damage. You must deal the same kind of ability damage to all subjects.
*/
#include "shd_inc_shdfunc"
#include "shd_mysthook"
#include "prc_inc_sp_tch"
void main()
{
if(!ShadPreMystCastCode()) return;
object oShadow = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
struct mystery myst = EvaluateMystery(oShadow, oTarget, METASHADOW_NONE);
if(myst.bCanMyst)
{
myst.nPen = ShadowSRPen(oShadow, myst.nShadowcasterLevel);
int nAbil = ABILITY_STRENGTH;
int nDam = 6;
if (myst.nMystId == MYST_GR_FLESH_FAILS_DEX)
nAbil = ABILITY_DEXTERITY;
else if (myst.nMystId == MYST_GR_FLESH_FAILS_CON)
{
nAbil = ABILITY_CONSTITUTION;
nDam = 4;
}
location lTargetLocation = PRCGetSpellTargetLocation();
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_VAMPIRIC_DRAIN_PRC), lTargetLocation);
//Declare the spell shape, size and the location. Capture the first target object in the shape.
object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(20.0), lTargetLocation, TRUE, OBJECT_TYPE_CREATURE);
//Cycle through the targets within the spell shape until an invalid object is captured.
while(GetIsObjectValid(oTarget))
{
if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oShadow))
{
SignalEvent(oTarget, EventSpellCastAt(oShadow, myst.nMystId));
ApplyAbilityDamage(oTarget, nAbil, nDam, DURATION_TYPE_PERMANENT, TRUE);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_SOUND_SYMBOL_WEAKNESS), oTarget);
}
//Select the next target within the spell shape.
oTarget = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(20.0), lTargetLocation, TRUE, OBJECT_TYPE_CREATURE);
}
}
}