Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
60 lines
2.1 KiB
Plaintext
60 lines
2.1 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Stinking Cloud: Heartbeat
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//:: Spell FileName PHS_S_StinkClouC
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Basically do the same for On Enter as it does for all the people without
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the effect in our AOE.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Check AOE
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if(!PHS_CheckAOECreator()) return;
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// Declare major variables
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object oTarget;
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object oCaster = GetAreaOfEffectCreator();
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int nSpellSaveDC = PHS_GetAOESpellSaveDC();
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// Declare Effects
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effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S);
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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effect eDaze = EffectDazed();
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eMind, eDaze);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Start cycling through the AOE Object for viable targets
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oTarget = GetFirstInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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// PvP check
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if(!GetIsReactionTypeFriendly(oTarget, oCaster) &&
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// Make sure they are not immune to spells
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!PHS_TotalSpellImmunity(oTarget) &&
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// Not got it already
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!PHS_GetHasAOEEffects(PHS_SPELL_STINKING_CLOUD, oTarget))
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{
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// Fire cast spell at event for the target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_STINKING_CLOUD);
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// Fortitude save
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if(!PHS_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NONE, oCaster))
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{
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// Apply effects
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PHS_AOE_OnEnterEffectsVFX(eLink, oTarget, eVis, PHS_SPELL_STINKING_CLOUD);
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}
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}
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//Get next target.
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oTarget = GetNextInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
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}
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}
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