Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,63 +0,0 @@
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#include "prc_sp_func"
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#include "prc_add_spell_dc"
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void main()
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{
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//Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nCasterLevel = GetPrCAdjustedCasterLevelByType(TYPE_DIVINE,OBJECT_SELF,1);
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int nPenetr = nCasterLevel + SPGetPenetr();
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int nDamage;
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effect eDam;
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effect eVis = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
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effect eRay = EffectBeam(VFX_BEAM_HOLY, OBJECT_SELF, BODY_NODE_HAND);
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SEARING_LIGHT));
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eRay = EffectBeam(VFX_BEAM_HOLY, OBJECT_SELF, BODY_NODE_HAND);
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//Make an SR Check
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if (!PRCDoResistSpell(oCaster, oTarget, nPenetr))
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{
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//Limit caster level
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if (nCasterLevel > 10)
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{
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nCasterLevel = 10;
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}
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//Check for racial type undead
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if (MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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{
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nDamage = d6(nCasterLevel);
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nDamage = nDamage + (nDamage/2);
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}
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//Check for racial type construct
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else if (GetRacialType(oTarget) == RACIAL_TYPE_CONSTRUCT)
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{
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nCasterLevel /= 2;
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if(nCasterLevel == 0)
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{
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nCasterLevel = 1;
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}
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nDamage = d6(nCasterLevel);
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}
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else
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{
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nCasterLevel = nCasterLevel/2;
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if(nCasterLevel == 0)
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{
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nCasterLevel = 1;
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}
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nDamage = d8(nCasterLevel);
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}
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//Set the damage effect
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eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_DIVINE);
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//Apply the damage effect and VFX impact
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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DelayCommand(0.5, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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//ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.0);
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}
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}
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7,FALSE);
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}
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