Initial upload.

Adding base PRC 4.19a files to repository.
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Jaysyn904
2022-10-07 13:51:24 -04:00
parent 646eb01834
commit 1662218bb4
22441 changed files with 1274376 additions and 0 deletions

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//::///////////////////////////////////////////////
//:: Vine Mine, Entangle
//:: X2_S0_VineMEnt
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Area of effect spell that places the entangled
effect on enemies if they fail a saving throw
each round.
*/
//:://////////////////////////////////////////////
//:: Created By: Andrew Nobbs
//:: Created On: Nov 25, 2002
//:://////////////////////////////////////////////
//:: altered by mr_bumpkin Dec 4, 2003 for prc stuff
#include "prc_inc_spells"
#include "prc_add_spell_dc"
void main()
{
DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_CONJURATION);
/*
Spellcast Hook Code
Added 2003-07-07 by Georg Zoeller
If you want to make changes to all spells,
check x2_inc_spellhook.nss to find out more
*/
if (!X2PreSpellCastCode())
{
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
//Declare major variables including Area of Effect Object
effect eAOE = EffectAreaOfEffect(AOE_PER_ENTANGLE, "", "X2_S0_VineMEntC", "X2_S0_VineMEntB");
location lTarget = PRCGetSpellTargetLocation();
//--------------------------------------------------------------------------
// 1 turn per caster is not fun, so we do 1 round per casterlevel
//--------------------------------------------------------------------------
int nCasterLvl = PRCGetCasterLevel();
int nDuration = nCasterLvl;
//Make sure duration does no equal 0
if (nDuration < 1)
{
nDuration = 1;
}
//Create an instance of the AOE Object using the Apply Effect function
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAOE, lTarget, RoundsToSeconds(nDuration));
object oAoE = GetAreaOfEffectObject(lTarget, "VFX_PER_ENTANGLE");
SetAllAoEInts(SPELL_VINE_MINE_ENTANGLE, oAoE, PRCGetSpellSaveDC(SPELL_VINE_MINE_ENTANGLE, SPELL_SCHOOL_CONJURATION), 0, nCasterLvl);
DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
// Erasing the variable used to store the spell's spell school
}