Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,88 +0,0 @@
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/*
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----------------
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Knock, Psionic
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psi_pow_knock
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----------------
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7//11/04 by Stratovarius
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*/ /** @file
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Knock, Psionic
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Psychoportation
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Level: Psion/wilder 2
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Manifesting Time: 1 standard action
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Area: 50m -radius burst centered on you
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Duration: Instantaneous; see text
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Saving Throw: None
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Power Resistance: No
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Power Points: 3
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Metapsionics: Widen
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When you manifest this power, you open all locks in the area.
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*/
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#include "psi_inc_psifunc"
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#include "psi_inc_pwresist"
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#include "psi_spellhook"
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#include "prc_alterations"
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void main()
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{
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/*
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Spellcast Hook Code
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Added 2004-11-02 by Stratovarius
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If you want to make changes to all powers,
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check psi_spellhook to find out more
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*/
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if (!PsiPrePowerCastCode())
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{
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// If code within the PrePowerCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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object oManifester = OBJECT_SELF;
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struct manifestation manif =
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EvaluateManifestation(oManifester, OBJECT_INVALID,
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PowerAugmentationProfile(),
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METAPSIONIC_WIDEN
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);
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if(manif.bCanManifest)
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{
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int nResistFlag;
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effect eVis = EffectVisualEffect(VFX_IMP_KNOCK);
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float fDelay;
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float fRadius = EvaluateWidenPower(manif, 50.0f);
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location lTarget = PRCGetSpellTargetLocation();
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget, FALSE, OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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while(GetIsObjectValid(oTarget))
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{
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// Let the AI know
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SignalEvent(oTarget, EventSpellCastAt(oManifester, SPELL_KNOCK));
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fDelay = PRCGetRandomDelay(0.5, 2.5);
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if(!GetPlotFlag(oTarget) && GetLocked(oTarget))
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{
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nResistFlag = GetDoorFlag(oTarget,DOOR_FLAG_RESIST_KNOCK);
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if(nResistFlag == 0)
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{
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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AssignCommand(oTarget, ActionUnlockObject(oTarget));
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}
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else if(nResistFlag == 1)
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{
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FloatingTextStrRefOnCreature(83887, oManifester); // "* Failure! - Door unaffected by magic *"
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}
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}// end if - Target is locked and not plot
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oTarget = MyNextObjectInShape(SHAPE_SPHERE,fRadius, lTarget, FALSE, OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}// end while - Target loop
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}// end if - Successfull manifestation
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}
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