Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,57 +0,0 @@
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//:://////////////////////////////////////////////
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//:: FileName: "aoe_rainfire_hb"
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/* Purpose: AoE Rain of Fire's Heartbeat script.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Boneshank
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//:: Last Updated On: March 12, 2004
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//:://////////////////////////////////////////////
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#include "prc_alterations"
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#include "inc_epicspells"
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#include "prc_add_spell_dc"
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void main()
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{
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SetAllAoEInts(4054, OBJECT_SELF, GetSpellSaveDC());
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int nDamage;
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effect eDam;
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object oTarget;
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object oCaster = GetAreaOfEffectCreator();
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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float fDelay;
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oTarget = GetFirstInPersistentObject
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(OBJECT_SELF, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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while(GetIsObjectValid(oTarget))
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{
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if (oTarget != oCaster &&
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!GetIsDM(oTarget))
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{
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fDelay = PRCGetRandomDelay(0.5, 2.0);
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if(!PRCDoResistSpell(oCaster, oTarget, GetTotalCastingLevel(oCaster)+SPGetPenetr(oCaster), fDelay))
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{
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SignalEvent(oTarget,
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EventSpellCastAt(oCaster, SPELL_INCENDIARY_CLOUD));
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nDamage = d6(1);
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
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int nDC = GetEpicSpellSaveDC(oCaster, oTarget, SPELL_EPIC_RAINFIR);
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if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_FIRE, oCaster, fDelay))
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{
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DelayCommand(fDelay,
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SPApplyEffectToObject
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(DURATION_TYPE_INSTANT, eDam, oTarget));
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DelayCommand(fDelay,
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SPApplyEffectToObject
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(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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}
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}
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oTarget = GetNextInPersistentObject
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(OBJECT_SELF, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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