Clear out experimental .35 files
Clear out experimental .35 files
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//::///////////////////////////////////////////////
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//:: Name Charm
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//:: FileName inv_dra_charm.nss
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//::///////////////////////////////////////////////
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/*
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Lesser Invocation
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4th Level Spell
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You can beguile a creature within 60'. They must
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make a Will save or regard you as an ally. The
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charm lasts for 1 day per caster level, but you can
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only have one creature charmed in this way at any
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time. If you charm another creature, the first
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charm will be canceled.
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*/
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//::///////////////////////////////////////////////
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#include "inv_inc_invfunc"
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#include "inv_invokehook"
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void main()
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{
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if(!PreInvocationCastCode()) return;
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//Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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int CasterLvl = GetInvokerLevel(OBJECT_SELF, GetInvokingClass());
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int nDuration = CasterLvl;
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int nPenetr = CasterLvl + SPGetPenetr();
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int nRacial = MyPRCGetRacialType(oTarget);
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effect eVis = EffectVisualEffect(VFX_IMP_CHARM);
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effect eCharm = EffectDominated(); //EffectDominated is limited to 1 creature at a time
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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eCharm = PRCGetScaledEffect(eCharm, oTarget);
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nDuration = PRCGetScaledDuration(nDuration, oTarget);
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//Link effects
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effect eLink = EffectLinkEffects(eMind, eCharm);
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eLink = EffectLinkEffects(eLink, eDur);
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, INVOKE_CHARM, FALSE));
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// Make SR Check
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if (!PRCDoResistSpell(oCaster, oTarget, nPenetr))
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{
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// Make Will save vs Mind-Affecting
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if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, GetInvocationSaveDC(oTarget, oCaster), SAVING_THROW_TYPE_MIND_SPELLS))
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{
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//Apply impact and linked effect
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, HoursToSeconds(nDuration * 24), TRUE, -1, CasterLvl);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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}
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}
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