Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,67 +0,0 @@
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//::///////////////////////////////////////////////
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//:: Aura of Fear On Enter
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//:: NW_S1_AuraFearA.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Upon entering the aura of the creature the player
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must make a will save or be struck with fear because
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of the creatures presence.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 25, 2001
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//:://////////////////////////////////////////////
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// shaken -2 attack,weapon dmg,save.
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// panicked -2 save + flee away ,50 % drop object holding
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#include "prc_inc_spells"
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void main()
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{
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//Declare major variables
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object oTarget = GetEnteringObject();
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effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
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effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
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effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eDur3 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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effect eFear = EffectFrightened();
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effect eAttackD = EffectAttackDecrease(2);
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effect eDmgD = EffectDamageDecrease(2,DAMAGE_TYPE_BLUDGEONING|DAMAGE_TYPE_PIERCING|DAMAGE_TYPE_SLASHING);
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effect SaveD = EffectSavingThrowDecrease(SAVING_THROW_ALL,2);
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effect Skill = EffectSkillDecrease(SKILL_ALL_SKILLS,2);
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effect eLink = EffectLinkEffects(eDmgD, eDur2);
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eLink = EffectLinkEffects(eLink, eAttackD);
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eLink = EffectLinkEffects(eLink, SaveD);
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eLink = EffectLinkEffects(eLink, eFear);
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eLink = EffectLinkEffects(eLink, Skill);
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effect eLink2 = EffectLinkEffects(eDur3, SaveD);
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eLink2 = EffectLinkEffects(eLink2, Skill);
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int nHD = GetHitDice(GetAreaOfEffectCreator());
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int nDC = 10 + GetLevelByClass(CLASS_TYPE_DIAMOND_DRAGON,GetAreaOfEffectCreator())+ GetAbilityModifier(ABILITY_INTELLIGENCE,GetAreaOfEffectCreator());
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int nDuration = d6(2);
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if(GetIsEnemy(oTarget, GetAreaOfEffectCreator())&& GetHitDice(oTarget)<=GetHitDice(GetAreaOfEffectCreator()))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_FEAR));
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//Make a saving throw check
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR) && !GetIsImmune(oTarget, IMMUNITY_TYPE_FEAR) && !GetIsImmune(oTarget, IMMUNITY_TYPE_MIND_SPELLS))
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{
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int HD=GetHitDice(oTarget);
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if (HD<5)
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
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else
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink2, oTarget, RoundsToSeconds(nDuration));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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}
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