Updated Release Archive

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.
This commit is contained in:
Jaysyn904
2023-08-22 10:00:21 -04:00
parent 3acda03f30
commit 5914ed2ab5
22853 changed files with 57524 additions and 47307 deletions

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/*:://////////////////////////////////////////////
//:: Spell Name Acid Fog: Heartbeat
//:: Spell FileName SMP_S_AcidFogC
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Jasperre:
On Heartbeat:
We do 2d6 damage a round to those in the fog (spell immunity only!).
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "SMP_INC_SPELLS"
void main()
{
// Check AOE
if(!SMP_CheckAOECreator()) return;
// Declare major variables
object oTarget;
object oCaster = GetAreaOfEffectCreator();
int nMetaMagic = SMP_GetAOEMetaMagic();
int nDamage;
float fDelay;
// Declare effects
effect eVis = EffectVisualEffect(VFX_IMP_ACID_S);
// Start cycling through the AOE Object for viable targets
oTarget = GetFirstInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE | OBJECT_TYPE_PLACEABLE | OBJECT_TYPE_DOOR);
while(GetIsObjectValid(oTarget))
{
// PvP check
if(!GetIsReactionTypeFriendly(oTarget, oCaster) &&
// Make sure they are not immune to spells
!SMP_TotalSpellImmunity(oTarget))
{
// Fire cast spell at event for the affected target
SMP_SignalSpellCastAt(oTarget, SMP_SPELL_ACID_FOG);
// Get damage
nDamage = SMP_MaximizeOrEmpower(6, 2, nMetaMagic);
// Get a small delay
fDelay = SMP_GetRandomDelay(0.1, 3.0);
// Apply damage and visuals
DelayCommand(fDelay, SMP_ApplyDamageVFXToObject(oTarget, eVis, nDamage, DAMAGE_TYPE_ACID));
}
//Get next target.
oTarget = GetNextInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE | OBJECT_TYPE_PLACEABLE | OBJECT_TYPE_DOOR);
}
}