Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,87 +0,0 @@
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/*
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----------------
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Painful Strike
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psi_pow_painstrk
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----------------
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5/11/05 by Stratovarius
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*/ /** @file
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Painful Strike
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Psychometabolism
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Level: Psychic warrior 2
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Manifesting Time: 1 standard action
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Range: Personal
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Target: You
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Duration: 1 round/level
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Power Points: 3
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Metapsionics: Extend
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Your natural weapons cause additional pain. Each successful attack you make
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with a natural weapon deals an extra 1d4 points of bludgeoning damage to the target.
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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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object oTarget = PRCGetSpellTargetObject();
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struct manifestation manif =
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EvaluateManifestation(oManifester, oTarget,
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PowerAugmentationProfile(),
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METAPSIONIC_EXTEND
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);
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if(manif.bCanManifest)
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{
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object oLClaw = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oTarget);
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object oRClaw = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oTarget);
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object oBite = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oTarget);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eVis = EffectVisualEffect(VFX_IMP_PULSE_WATER);
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itemproperty ipDam = ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_BLUDGEONING, IP_CONST_DAMAGEBONUS_1d4);
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float fDuration = 6.0f * manif.nManifesterLevel;
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if(manif.bExtend) fDuration *= 2;
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// Must have a natural attack
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if(!(GetIsObjectValid(oLClaw) || GetIsObjectValid(oRClaw) || GetIsObjectValid(oBite)))
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{
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// "Target does not posses a natural attack!"
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FloatingTextStrRefOnCreature(16826656, oManifester, FALSE);
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return;
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}
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// Apply the itemproperties
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AddItemProperty(DURATION_TYPE_TEMPORARY, ipDam, oLClaw, fDuration);
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AddItemProperty(DURATION_TYPE_TEMPORARY, ipDam, oRClaw, fDuration);
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AddItemProperty(DURATION_TYPE_TEMPORARY, ipDam, oBite, fDuration);
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// Do some VFX
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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DelayCommand(1.0f, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(2.0f, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, oTarget, fDuration);
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}// end if - Successfull manifestation
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}
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