Clear out experimental .35 files

Clear out experimental .35 files
This commit is contained in:
Jaysyn904
2024-02-11 13:04:14 -05:00
parent 2112b92e24
commit 618cd42b82
22356 changed files with 0 additions and 1248956 deletions

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@@ -1,57 +0,0 @@
/*:://////////////////////////////////////////////
//:: Spell Name Death Ward
//:: Spell FileName PHS_S_DeathWard
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Target needs to be a living creature touched. Duration: 1 min./level.
The subject is immune to all death spells, magical death effects, energy
drain, and any negative energy effects. This spell doesnt remove negative
levels that the subject has already gained.
Death ward does not protect against other sorts of attacks even if those
attacks might be lethal.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
As above.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell hook check
if(!PHS_SpellHookCheck(PHS_SPELL_DEATH_WARD)) return;
// Declare major varibles
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject(); // Should be OBJECT_SELF
int nCasterLevel = PHS_GetCasterLevel();
int nMetaMagic = PHS_GetMetaMagicFeat();
// Get duration in minutes
float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
// Declare effects
effect eVis = EffectVisualEffect(VFX_IMP_DEATH_WARD);
effect eImmunityDeath = EffectImmunity(IMMUNITY_TYPE_DEATH);
effect eImmunityLevels = EffectImmunity(IMMUNITY_TYPE_NEGATIVE_LEVEL);
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
// Link effects
effect eLink = EffectLinkEffects(eImmunityDeath, eImmunityLevels);
eLink = EffectLinkEffects(eLink, eCessate);
// Remove all previous spell castings
PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_DEATH_WARD, oTarget);
// Signal spell cast at
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_DEATH_WARD, FALSE);
// Apply effects
PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
}