// NO LONGER USED. HERE INCASE I NEED IT. 2 SCRIPTS. void main(){return;} /*::////////////////////////////////////////////// //:: Spell Name Cloudkill - Create second ETC ones. //:: Spell FileName phs_cloudkilly //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// Creates the first AOE when the creature created is created. This then will jump to new locations 3.3 M away from the starting location (increments thereof) and then destroy itself after the duration. This is the "Heartbeat round file" of the creature. //::////////////////////////////////////////////// //:: Created By: Jasperre //::///////////////////////////////////////////// #include "PHS_INC_SPELLS" // Does exactly what is says on the tin void DestroySelf(); void main() { // Create first instance by Executing a Script on the caster, if valid object oCaster = GetLocalObject(OBJECT_SELF, PHS_CLOUDKILL_CASTER); // Get original location location lOriginal = GetLocalLocation(OBJECT_SELF, PHS_CLOUDKILL_LOCATION); if(GetIsObjectValid(oCaster)) { // Get new location for X rounds done int iLastRounds = GetLocalInt(OBJECT_SELF, PHS_CLOUDKILL_ROUNDS_DONE); // Check if the duration is up to the rounds limit if(iLastRounds <= GetLocalInt(OBJECT_SELF, PHS_CLOUDKILL_DURATION)) { // Increment iLastRounds++; // Get location based on this float fFromOriginal = iLastRounds * 3.33; // New location location lMove = PHS_GetLocationBehindLocation(lOriginal, GetLocation(oCaster), fFromOriginal); // Move me ClearAllActions(); JumpToLocation(lMove); // New effect for 6 seconds // - apply at lOriginal effect eFog = EffectAreaOfEffect(AOE_PER_FOGKILL, "phs_s_cloudkilla", "****", "****"); ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eFog, GetLocation(OBJECT_SELF), 6.0); // 6 second "Pesudo-heartbeat" heartbeat DelayCommand(6.0, ExecuteScript("phs_cloudkilly", OBJECT_SELF)); } else { // Stop the script return; } } else { DestroySelf(); } } void DestroySelf() { SetPlotFlag(OBJECT_SELF, FALSE); DestroyObject(OBJECT_SELF); } ::////////////////////////////////////////////// //:: Spell Name Cloudkill - Create First AOE //:: Spell FileName phs_cloudkillx //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// Creates the first AOE when the creature created is created. This then will jump to new locations 3.3 M away from the starting location (increments thereof) and then destroy itself after the duration. This is the "Spawn file" of the creature. //::////////////////////////////////////////////// //:: Created By: Jasperre //::///////////////////////////////////////////// #include "PHS_INC_SPELLS" // Does exactly what is says on the tin void DestroySelf(); void main() { // Apply Ghost as starting one // Ghost effect eGhost = EffectCutsceneGhost(); // No dispel eGhost = SupernaturalEffect(eGhost); // Apply effects ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, OBJECT_SELF); // Create first instance by Executing a Script on the caster, if valid object oCaster = GetLocalObject(OBJECT_SELF, PHS_CLOUDKILL_CASTER); // Get original location location lOriginal = GetLocalLocation(OBJECT_SELF, PHS_CLOUDKILL_LOCATION); if(GetIsObjectValid(oCaster)) { // Move me ClearAllActions(); JumpToLocation(lOriginal); // New effect for 6 seconds // - apply at lOriginal effect eFog = EffectAreaOfEffect(AOE_PER_FOGKILL, "phs_s_cloudkilla", "****", "****"); ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eFog, GetLocation(OBJECT_SELF), 6.0); // 6 second "Pesudo-heartbeat" heartbeat DelayCommand(6.0, ExecuteScript("phs_cloudkilly", OBJECT_SELF)); } else { DestroySelf(); } } void DestroySelf() { SetPlotFlag(OBJECT_SELF, FALSE); DestroyObject(OBJECT_SELF); } */