Clear out experimental .35 files
Clear out experimental .35 files
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//////////////////////////////////////////////////////////////
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/*
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Dark Whispers [Vile]
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By whispering foul utterances in the Dark Speech, you can
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drive your enemies insane.
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Prerequisite: Dark Speech.
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Benefit: In addition to the basic uses of the Dark Speech,
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you can whisper words of incredible wickedness to form
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grotesque visions in the minds of those who hear you. All
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living creatures within a 30-foot radius that can hear your
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words must make Will saves (DC 10 + 1/2 your character
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level + your Cha modifier). On a failure, creatures with fewer
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Hit Dice than you are staggered for 1d10 rounds; those with
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as many or more Hit Dice are confused for 1 round. This is a
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mind-affecting, supernatural effect.
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Whenever you use Dark Speech in this manner, you take
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1 point of Charisma damage.
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Special: You gain a +2 circumstance bonus on saving
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throws made when someone uses the Dark Speech against
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you. This bonus stacks with the +4 circumstance bonus from
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Dark Speech.
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Special: If you cannot take ability damage, you cannot
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select this feat.*/
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//////////////////////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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object oPC = OBJECT_SELF;
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location lLoc = GetLocation(oPC);
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int nDC = 10 + (GetHitDice(oPC) / 2) + GetAbilityModifier(ABILITY_CHARISMA, oPC);
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effect eStaggered = SupernaturalEffect(EffectSlow());
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int nMyHitDice = GetHitDice(oPC);
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if(GetIsImmune(oPC, IMMUNITY_TYPE_ABILITY_DECREASE))
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{
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FloatingTextStringOnCreature("If you cannot take ability damage, you cannot use this feat", oPC, FALSE);
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return;
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}
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ApplyAbilityDamage(oPC, ABILITY_CHARISMA, 1, DURATION_TYPE_TEMPORARY, TRUE, -1.0f);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_LOS_EVIL_30), lLoc);
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(30.0), lLoc, FALSE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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if(oTarget != oPC)
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{
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
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{
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if(GetHitDice(oTarget) < nMyHitDice) SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eStaggered, oTarget, RoundsToSeconds(d10(1)));
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else SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, SupernaturalEffect(PRCEffectConfused()), oTarget, RoundsToSeconds(1));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_BLINDDEAD_DN_RED), oTarget);
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}
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}
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(30.0), lLoc, FALSE, OBJECT_TYPE_CREATURE);
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}
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}
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