Initial commit. Updated release archive.

This commit is contained in:
Jaysyn904
2024-06-20 15:47:42 -04:00
parent d14b20cb85
commit e49d03aa23
6897 changed files with 6107848 additions and 0 deletions

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///////////////////////////////////////////////////
// Beholder Ray: On Heartbeat //
///////////////////////////////////////////////////
/*
The persistent area of effect is destroyed each
round and recreated if needed...
*/
///////////////////////////////////////////////////
// Created By: Zarathustra217 //
// Created On: Okt 7. 2002 //
///////////////////////////////////////////////////
#include "NW_I0_SPELLS"
void main()
{
object oBeholder = GetAreaOfEffectCreator();
object oFacing=GetLocalObject(OBJECT_SELF,"Facing");
if(GetIsInCombat(oBeholder))
{
if(!GetIsDead(oBeholder)||!GetIsObjectValid(oBeholder)||!GetIsDead(oFacing)||!GetIsObjectValid(oFacing))
{
AssignCommand(oBeholder,ClearAllActions());
AssignCommand(oBeholder,SetFacingPoint(GetPosition(oFacing)));
int nESCInFacingArc=GetLocalInt(OBJECT_SELF,"SpellCastersInFacingArc");
if(GetIsEnemy(oFacing,oBeholder))
{
if(nESCInFacingArc>1&&GetDistanceBetween(oBeholder,oFacing)>5.0&&GetLocalInt(OBJECT_SELF,"EyeOpen"))
{
AssignCommand(oBeholder,ActionAttack(oFacing,TRUE));
}
else
{
AssignCommand(oBeholder,ActionAttack(oFacing,FALSE));
}
}
}
}
DestroyObject(OBJECT_SELF, 0.0);
}