forked from Jaysyn/PRC8
218 lines
8.0 KiB
Plaintext
218 lines
8.0 KiB
Plaintext
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/*:://////////////////////////////////////////////
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//:: Spell Name Prismatic Wall: On Enter
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//:: Spell FileName PHS_S_PrisWallA
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As it stated above.
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Simplified a lot. It now doesn't stop spells or missiles (ugly!) but will
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do th effects of each thing On Enter - ugly!
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This is still powerful (very much so) for the level.
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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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// Applies the effect determined by nDiceRoll, onto oTarget with nSpellSaveDC,
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// using oCaster as the caster of the spell. Used in all Prismatic spells.
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// * nDiceRoll 1-7 (8 is ignored as par description).
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// * Use fDelay to state a delay for the effects to be applied.
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// Make sure SR checks are done before this is called.
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void ApplyPrismaticEffect(int nDiceRoll, object oTarget, float fDelay, int nMetaMagic, int nSpellSaveDC, object oCaster = OBJECT_SELF);
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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 = GetEnteringObject();
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object oCaster = GetAreaOfEffectCreator();
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int nMetaMagic = PHS_GetAOEMetaMagic();
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int nSpellSaveDC = PHS_GetAOESpellSaveDC();
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int nCnt;
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float fDelay;
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// Check if oCaster isn't oTarget
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if(oCaster == oTarget) return;
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// We make sure it isn't at the start.
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if(GetLocalInt(oCaster, PHS_MOVING_BARRIER_START + IntToString(PHS_SPELL_PRISMATIC_WALL))) return;
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// Now, prismatic effects - in order!
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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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{
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// Fire cast spell at event for the target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_PRISMATIC_WALL);
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// Loop possible effects
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for(nCnt = 1; nCnt <= 7; nCnt++)
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{
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// Add 0.05 to the delay
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fDelay += 0.05;
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// Check spell resistance
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if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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{
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// Apply the new color
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ApplyPrismaticEffect(d8(), oTarget, fDelay, nMetaMagic, nSpellSaveDC, oCaster);
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}
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}
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}
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}
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// Applies the effect determined by nDiceRoll, onto oTarget with nSpellSaveDC,
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// using oCaster as the caster of the spell. Used in all Prismatic spells.
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// * nDiceRoll 1-7 (8 is ignored as par description).
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// * Use fDelay to state a delay for the effects to be applied.
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// Make sure SR checks are done before this is called.
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void ApplyPrismaticEffect(int nDiceRoll, object oTarget, float fDelay, int nMetaMagic, int nSpellSaveDC, object oCaster = OBJECT_SELF)
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{
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int nRoll;
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effect eVis;
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switch(nDiceRoll)
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{
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// 1 Red 20 points fire damage (Reflex half)
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case 1:
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{
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// Get damage via. save.
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nRoll = PHS_GetAdjustedDamage(SAVING_THROW_REFLEX, 20, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_FIRE, oCaster);
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// Do damage
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if(nRoll > 0)
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{
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eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nRoll, DAMAGE_TYPE_FIRE));
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}
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}
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break;
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// 2 Orange 40 points acid damage (Reflex half)
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case 2:
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{
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// Get damage via. save.
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nRoll = PHS_GetAdjustedDamage(SAVING_THROW_REFLEX, 40, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_ACID, oCaster);
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// Do damage
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if(nRoll > 0)
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{
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eVis = EffectVisualEffect(VFX_IMP_ACID_S);
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DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nRoll, DAMAGE_TYPE_ACID));
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}
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}
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break;
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// 3 Yellow 80 points electricity damage (Reflex half)
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case 3:
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{
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// Get damage via. save.
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nRoll = PHS_GetAdjustedDamage(SAVING_THROW_REFLEX, 80, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_ELECTRICITY, oCaster);
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// Do damage
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if(nRoll > 0)
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{
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eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
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DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nRoll, DAMAGE_TYPE_ELECTRICAL));
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}
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}
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break;
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// 4 Green Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead)
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case 4:
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{
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// Posion immunity
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if(PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_POISON, fDelay, oCaster))
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{
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eVis = EffectVisualEffect(VFX_IMP_POISON_S);
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// Fortitude save
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if(PHS_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_POISON, oCaster))
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{
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// Apply some con damage
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nRoll = PHS_MaximizeOrEmpower(6, 1, nMetaMagic);
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effect ePoison = EffectAbilityDecrease(ABILITY_CONSTITUTION, nRoll);
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PHS_ApplyPermanentAndVFX(oTarget, eVis, ePoison);
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}
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else
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{
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// Death via. damage
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DelayCommand(fDelay, PHS_ApplyDeathByDamageAndVFX(oTarget, eVis));
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}
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}
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}
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break;
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// 5 Blue Turned to stone (Fortitude negates)
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case 5:
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{
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// Turned to stone via. the function in PHS_INC_SPELL
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// * Take caster level as 20, this is meant to be pretty harsh anyway.
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PHS_SpellFortitudePetrify(oTarget, 20, nSpellSaveDC);
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}
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break;
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// 6 Indigo Insane, as insanity spell (Will negates)
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case 6:
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{
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// Will negates
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if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_MIND_SPELLS, oCaster, fDelay))
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{
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// Insanity, eh? Supernatural, permament, Confusion
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// Declare effects - Confusion
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eVis = EffectVisualEffect(PHS_VFX_IMP_INSANITY);
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effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eConfusion = EffectConfused();
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effect eLink = EffectLinkEffects(eConfusion, eDur);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Make it a supernatural effect
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// - Cannot be dispelled
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// - Cannot be removed VIA sleep
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eLink = SupernaturalEffect(eLink);
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// Apply the effect
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PHS_ApplyPermanentAndVFX(oTarget, eVis, eLink);
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}
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}
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break;
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// 7 Violet Sent to another plane (Will negates)
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case 7:
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{
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// Send to another plane, eh?
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// The location will be set as the tagged waypoint "PHS_PRISMATIC_PLANE"
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object oWP = GetWaypointByTag("PHS_PRISMATIC_PLANE");
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if(GetIsObjectValid(oWP))
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{
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location lTarget = GetLocation(oWP);
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// We must force them to move. We remove all movement stoppers and
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// thusly move them.
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eVis = EffectVisualEffect(VFX_IMP_UNSUMMON);
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// Move them
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if(fDelay > 0.1)
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{
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// Use special function for the "teleporting"
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// Some delay
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DelayCommand(fDelay - 0.1, AssignCommand(oTarget, PHS_ForceMovementToLocation(lTarget, VFX_IMP_UNSUMMON, VFX_FNF_SUMMON_MONSTER_3)));
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}
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else
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{
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// No delay
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AssignCommand(oTarget, PHS_ForceMovementToLocation(lTarget, VFX_IMP_UNSUMMON, VFX_FNF_SUMMON_MONSTER_3));
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}
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}
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}
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break;
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// 8 Struck by two colors; roll twice more, ignoring any <20>8<EFBFBD> results.
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case 8:
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{
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return;
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}
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break;
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}
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}
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