Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,121 +0,0 @@
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//::///////////////////////////////////////////////
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//:: Baelnorn Touch
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//:: prc_baeln_tch
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//:://////////////////////////////////////////////
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/**
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Touch attack for Baelnorn.
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1d8 +5 negative damage, will save for half.
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Permanent paralysis, fort save negates.
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DC for both is 10 + 1/2 HD + Charisma modifier
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Author: Tenjac
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Re-created again: 12/08/05
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "prc_inc_sp_tch"
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void main()
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{
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//define vars
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object oPC = OBJECT_SELF;
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object oSkin = GetPCSkin(oPC);
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object oTarget = PRCGetSpellTargetObject();
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int nLevel = GetLevelByClass(CLASS_TYPE_BAELNORN, oPC);
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int nDam;
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int nHD = GetHitDice(oPC);
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//DC is 10 + 1/2 HD + CHA mod
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int nDC = (10 + (nHD/2) + GetAbilityModifier(ABILITY_CHARISMA, oPC));
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float fDuration;
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//Make touch attack
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int nTouch = PRCDoMeleeTouchAttack(oTarget);
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// Gotta be a living critter
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int nType = MyPRCGetRacialType(oTarget);
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if ((nType == RACIAL_TYPE_CONSTRUCT) ||
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(nType == RACIAL_TYPE_UNDEAD) ||
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(nType == RACIAL_TYPE_ELEMENTAL))
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{
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return;
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}
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// if fails touch
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if(!nTouch)
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{
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return;
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}
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//Switch statement for levels
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switch(nLevel)
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{
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case 0: return;
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case 1:
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nDam = (5 + d6(1));
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fDuration = RoundsToSeconds(d4(1));
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break;
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case 2:
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nDam = (5 + d8(1));
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fDuration = IntToFloat(d4(1) * 60);
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break;
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case 3:
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nDam = (5 + d8(1));
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fDuration = IntToFloat(d4(1) * 3600);
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break;
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case 4:
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nDam = (5 + d8(1));
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break;
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default: return;
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}
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//check for save for 1/2 damage
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if(PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE))
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{
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nDam /= 2;
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if (GetHasMettle(oTarget, SAVING_THROW_WILL))
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// This script does nothing if it has Mettle, bail
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return;
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}
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//define effects
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effect eVis = EffectVisualEffect(VFX_IMP_HARM);
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effect ePar = EffectParalyze();
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//Apply Damage only
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ApplyTouchAttackDamage(oPC, oTarget, nTouch, nDam, DAMAGE_TYPE_NEGATIVE);
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//Fort save for paral
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if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) || GetIsImmune(oTarget, IMMUNITY_TYPE_PARALYSIS))
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{
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return;
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}
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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//apply permanent
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if(nLevel == 4)
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{
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, ePar, oTarget);
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return;
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}
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//apply temp
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, ePar, oTarget, fDuration);
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}
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