Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,106 +0,0 @@
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/*
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12/02/19 by Stratovarius
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Dusk and Dawn, OnEnter
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Apprentice, Shutters and Clouds
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Level/School: 1st/Evocation
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Range: Close (25 ft. + 5 ft./2 levels)
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Area: 20-ft.-radius emanation centered on a point in space
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Duration: 10 minutes/level (D)
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Saving Throw: None
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Spell Resistance: No
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By drawing shade from the Plane of Shadow, or banishing the shadows back to it, you control the level of illumination in the area.
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You make a dark area lighter or a light area darker, blanketing the affected area in shadowy illumination. Creatures with darkvision can see through this area normally.
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*/
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#include "shd_inc_shdfunc"
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void DeadlyShade(object oTarget, struct mystery myst);
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void main()
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{
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object oShadow = GetAreaOfEffectCreator();
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object oTarget = GetEnteringObject();
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object oAoE = OBJECT_SELF;
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effect eDark = EffectDarkness();
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = EffectLinkEffects(eDark, eDur);
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struct mystery myst = GetLocalMystery(oShadow, MYST_HOLD_MYST+"6");
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oShadow))
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{
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//Fire cast spell at event for the target
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SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELL_DARKNESS));
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//Apply reduced movement effect and VFX_Impact
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget, 0.0f, FALSE);
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}// end if - Difficulty check
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if (myst.nMystId == MYST_DEADLY_SHADE_DR && GetIsFriend(oShadow, oTarget))
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{
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eLink = EffectLinkEffects(EffectDamageResistance(DAMAGE_TYPE_PIERCING, 4), EffectDamageResistance(DAMAGE_TYPE_BLUDGEONING, 4));
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eLink = EffectLinkEffects(eLink, EffectDamageResistance(DAMAGE_TYPE_SLASHING, 4));
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eLink = EffectLinkEffects(eLink, EffectDamageResistance(DAMAGE_TYPE_FIRE, 4));
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eLink = EffectLinkEffects(eLink, EffectDamageResistance(DAMAGE_TYPE_COLD, 4));
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eLink = EffectLinkEffects(eLink, EffectDamageResistance(DAMAGE_TYPE_ACID, 4));
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eLink = EffectLinkEffects(eLink, EffectDamageResistance(DAMAGE_TYPE_ELECTRICAL, 4));
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eLink = EffectLinkEffects(eLink, EffectDamageResistance(DAMAGE_TYPE_SONIC, 4));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_BLUESHIELDPROTECT));
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget, 0.0f, FALSE);
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}
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if (myst.nMystId == MYST_DEADLY_SHADE_NEG)
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{
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SetLocalInt(oTarget, "DeadlyShade", TRUE);
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget, 0.0f, FALSE);
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DeadlyShade(oTarget, myst);
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}
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if (myst.nMystId == MYST_FEARFUL_GLOOM)
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{
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if (GetHitDice(oTarget) > 4)
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{
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if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, myst.nSaveDC, SAVING_THROW_TYPE_FEAR))
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{
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectFrightened(), oTarget, RoundsToSeconds(d6(2)), TRUE, myst.nMystId, myst.nShadowcasterLevel);
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}
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else
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectShaken(), oTarget, RoundsToSeconds(1), TRUE, myst.nMystId, myst.nShadowcasterLevel);
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}
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else
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectFrightened(), oTarget, RoundsToSeconds(d6(2)), TRUE, myst.nMystId, myst.nShadowcasterLevel);
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}
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if (myst.nMystId == MYST_SICKENING_SHADOW)
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{
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if (!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, myst.nSaveDC, SAVING_THROW_TYPE_SPELL))
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{
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float fDur = RoundsToSeconds(d4(1));
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectNausea(oTarget, fDur), oTarget, fDur, TRUE, myst.nMystId, myst.nShadowcasterLevel);
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DelayCommand(fDur, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectSickened(), oTarget, RoundsToSeconds(d6(2)), TRUE, myst.nMystId, myst.nShadowcasterLevel));
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}
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else
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectSickened(), oTarget, RoundsToSeconds(d6(2)), TRUE, myst.nMystId, myst.nShadowcasterLevel);
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}
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}
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void DeadlyShade(object oTarget, struct mystery myst)
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{
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if (GetLocalInt(oTarget, "DeadlyShade"))
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{
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int nLast = GetLocalInt(oTarget, "DeadlyShadeHP");
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int nCur = GetCurrentHitPoints(oTarget);
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SetLocalInt(oTarget, "DeadlyShadeHP", nCur);
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if (nLast > nCur)
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{
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if (!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, myst.nSaveDC, SAVING_THROW_TYPE_SPELL))
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{
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectNegativeLevel(1), oTarget, HoursToSeconds(myst.nShadowcasterLevel), TRUE, myst.nMystId, myst.nShadowcasterLevel);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_NEGBLAST_ENERGY), oTarget);
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}
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}
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DelayCommand(1.0, DeadlyShade(oTarget, myst));
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}
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}
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