Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,48 +0,0 @@
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#include "prc_inc_combat"
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void main()
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{
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object oTarget = PRCGetSpellTargetObject();
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object oWeap = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, OBJECT_SELF);
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int iType = GetBaseItemType(oWeap);
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if ( !(iType == BASE_ITEM_LONGBOW || iType ==BASE_ITEM_SHORTBOW ))
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{
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SendMessageToPC(OBJECT_SELF, "You can only use Many Shot with a longbow or shortbow");
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return;
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}
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//cant fire more arrows than max no of attacks
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int iMaxAttacks = GetMainHandAttacks(OBJECT_SELF);
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//spellID determines how many arrows
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int nId = GetSpellId();
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int iAttacks;
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int nABPenalty;
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switch(nId)
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{
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case SPELL_MANYSHOT2: iAttacks = 2; break;
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case SPELL_MANYSHOT3: iAttacks = 3; break;
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case SPELL_MANYSHOT4: iAttacks = 4; break;
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case SPELL_MANYSHOT5: iAttacks = 5; break;
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case SPELL_MANYSHOT6: iAttacks = 6; break;
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}
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/* //cap attacks
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if (iAttacks>iMaxAttacks)
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iAttacks = iMaxAttacks;
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*/
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//calculate AB penalty
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nABPenalty = (iAttacks-1)*-2;
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//do the attacks in a loop
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effect eInvalid;
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int i;
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for(i=0;i<iAttacks;i++)
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{
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PerformAttack(oTarget, OBJECT_SELF, eInvalid, 0.0, nABPenalty, 0,0, "*Many Shot Hit*", "*Many Shot Miss*");
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effect eArrow = EffectVisualEffect(NORMAL_ARROW);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eArrow, oTarget);
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}
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}
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