Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,50 +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 oPC = GetAreaOfEffectCreator();
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object oTarget = GetEnteringObject();
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// <20>2 penalty on attacks, AC, and saves
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effect eShaken = EffectLinkEffects(EffectShaken(), EffectACDecrease(2));
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eShaken = EffectLinkEffects(eShaken, EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE));
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effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
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int nHD = GetHitDice(oPC);
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// DC is charisma based
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int nDC = 10 + (nHD / 2) + GetAbilityModifier(ABILITY_CHARISMA, oPC);
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int nDuration = d6(2);
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if(GetIsEnemy(oTarget, oPC) && GetHitDice(oTarget) <= nHD)
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oPC, SPELLABILITY_AURA_FEAR));
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if(!GetIsImmune(oTarget, IMMUNITY_TYPE_FEAR) && !GetIsImmune(oTarget, IMMUNITY_TYPE_MIND_SPELLS))
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{
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//Make a saving throw check
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR))
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{
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eShaken, 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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}
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