Clear out experimental .35 files
Clear out experimental .35 files
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//::///////////////////////////////////////////////
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//:: Name Drow Judicator Warstrike
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//:: FileName prc_dj_warstrike
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This is the spell effect of the Warstrike ability
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of the Drow Judicator prestige class.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: PsychicToaster
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//:: Created On: 7-24-04
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//:: Updated by Oni5115 9/23/2004 to use new combat engine
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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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//Setup Variables
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object oPC = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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if(oPC == oTarget)
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{
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SendMessageToPC(oPC,"You cannot attack yourself...");
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return;
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}
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object oWeapR = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC);
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int bIsRangedAttack = GetWeaponRanged(oWeapR);
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int nClass = GetLevelByClass(CLASS_TYPE_JUDICATOR);
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int nChaMod = GetAbilityModifier(ABILITY_CHARISMA);
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int nFortDC = 10+nClass+nChaMod;
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int nCon = d6(2);
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//Roll Fortitude Saving Throw
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if(FortitudeSave(oTarget, nFortDC, SAVING_THROW_FORT, oPC))
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{
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nCon = nCon/2;
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if (GetHasMettle(oTarget, SAVING_THROW_FORT))
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// This script does nothing if it has Mettle, bail
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return;
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//Debug
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//SpeakString("Debug Save Succeeded. Damage Dealt ="+IntToString(nCon));
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}
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effect eVis = EffectVisualEffect(VFX_IMP_POISON_L);
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effect eCon = EffectAbilityDecrease(ABILITY_CONSTITUTION,nCon);
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effect eLink = EffectLinkEffects(eVis, eCon);
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//ApplyEffectToObject(DURATION_TYPE_PERMANENT, MagicalEffect(eLink), oTarget);
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//Debug
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//SpeakString("Damage Dealt ="+IntToString(nCon));
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// script now uses combat system to hit and apply effect if appropriate
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string sSuccess = "";
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string sMiss = "";
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float fDistance = GetDistanceBetween(oPC, oTarget);
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// If they are not within 10 ft, they can't do a melee attack.
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if(!bIsRangedAttack && !GetIsInMeleeRange(oTarget, oPC) )
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{
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SendMessageToPC(oPC,"You are not close enough to your target to attack!");
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return;
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}
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if(!bIsRangedAttack)
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{
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AssignCommand(oPC, ActionMoveToLocation(GetLocation(oTarget), TRUE) );
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sSuccess = "*War Strike Hit*";
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sMiss = "*War Strike Miss*";
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}
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PerformAttackRound(oTarget, oPC, eLink, 0.0, 0, 0, 0, FALSE, sSuccess, sMiss);
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}
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