Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,85 +0,0 @@
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/*
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Dirgesinger's Song of Sorrow
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*/
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#include "prc_inc_combat"
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void main()
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{
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if (!GetHasFeat(FEAT_BARD_SONGS, OBJECT_SELF))
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{
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FloatingTextStrRefOnCreature(85587,OBJECT_SELF); // no more bardsong uses left
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return;
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}
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DecrementRemainingFeatUses(OBJECT_SELF, FEAT_BARD_SONGS);
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if (PRCGetHasEffect(EFFECT_TYPE_SILENCE,OBJECT_SELF))
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{
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FloatingTextStrRefOnCreature(85764,OBJECT_SELF); // not useable when silenced
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return;
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}
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//Declare major variables
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object oPC = OBJECT_SELF;
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int nDuration = 10;
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int nDC = 10 + GetSkillRank(SKILL_PERFORM, oPC);
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int nDamageType;
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object oItem;
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effect eDam;
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effect eWill = EffectSavingThrowDecrease(SAVING_THROW_WILL, 2);
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effect eAB = EffectAttackDecrease(2);
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effect eLink = EffectLinkEffects(eAB, eWill);
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effect eVis = EffectVisualEffect(VFX_DUR_BARD_SONG);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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eLink = EffectLinkEffects(eLink, eDur);
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effect eImpact = EffectVisualEffect(VFX_IMP_HEAD_SONIC);
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effect eFNF = EffectVisualEffect(VFX_FNF_LOS_EVIL_30);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFNF, GetLocation(OBJECT_SELF));
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
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while(GetIsObjectValid(oTarget))
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{
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// * GZ Oct 2003: If we are silenced, we can not benefit from bard song
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if (!PRCGetHasEffect(EFFECT_TYPE_SILENCE,oTarget) && !PRCGetHasEffect(EFFECT_TYPE_DEAF,oTarget))
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF))
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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, GetSpellId()));
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
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{
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// This part of the song grants a -2 penalty to damage, and its using this toget the proper damage type.
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oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND);
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if (GetIsObjectValid(oItem))
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{
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nDamageType = GetWeaponDamageType(oItem);
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}
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else // Get the claw
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{
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oItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R);
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if (GetIsObjectValid(oItem))
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{
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nDamageType = GetWeaponDamageType(oItem);
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}
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}
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eDam = EffectDamageDecrease(2, nDamageType);
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eLink = EffectLinkEffects(eLink, eDam);
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eLink = ExtraordinaryEffect(eLink);
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
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}
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}
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}
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
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}
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}
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