Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,94 +0,0 @@
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//::///////////////////////////////////////////////
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//:: Exhaled Barrier: On Enter
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//:: prc_wallbreatha.nss
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//:://////////////////////////////////////////////
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/*
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Person within the AoE take breath damage
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per round.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 17, 2001
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//:://////////////////////////////////////////////
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//:: modified by mr_bumpkin Dec 4, 2003
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//:: Modified for Exhaled Barrier by Fox on Jan 23, 2008
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#include "prc_inc_spells"
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void main()
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{
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//Declare major variables
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int nDamage = 0;
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effect eDam;
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object oTarget;
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int nSaveDamageType;
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int nVisualType;
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object oDragon = GetAreaOfEffectCreator();
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int nDamageType = GetLocalInt(oDragon, "BarrierDamageType");
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int nDiceType = GetLocalInt(oDragon, "BarrierDiceType");
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int nDiceNumber = GetLocalInt(oDragon, "BarrierDiceNumber");
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int nSaveDC = 10 + GetHitDice(oDragon) / 2 + max(GetAbilityModifier(ABILITY_CONSTITUTION, oDragon), 0);
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//Declare and assign personal impact visual effect.
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switch(nDamageType)
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{
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case DAMAGE_TYPE_ACID:
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nSaveDamageType = SAVING_THROW_TYPE_ACID;
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nVisualType = VFX_IMP_ACID_S; break;
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case DAMAGE_TYPE_COLD:
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nSaveDamageType = SAVING_THROW_TYPE_COLD;
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nVisualType = VFX_IMP_FROST_S; break;
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case DAMAGE_TYPE_ELECTRICAL:
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nSaveDamageType = SAVING_THROW_TYPE_ELECTRICITY;
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nVisualType = VFX_IMP_LIGHTNING_S; break;
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case DAMAGE_TYPE_FIRE:
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nSaveDamageType = SAVING_THROW_TYPE_FIRE;
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nVisualType = VFX_IMP_FLAME_M; break;
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case DAMAGE_TYPE_NEGATIVE:
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nSaveDamageType = SAVING_THROW_TYPE_NEGATIVE;
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nVisualType = VFX_IMP_NEGATIVE_ENERGY; break;
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case DAMAGE_TYPE_POSITIVE:
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nSaveDamageType = SAVING_THROW_TYPE_POSITIVE;
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nVisualType = VFX_IMP_HOLY_AID; break;
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case DAMAGE_TYPE_SONIC:
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nSaveDamageType = SAVING_THROW_TYPE_SONIC;
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nVisualType = VFX_IMP_SILENCE; break;
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}
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effect eVis = EffectVisualEffect(nVisualType);
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//Capture the first target object in the shape.
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oTarget = GetEnteringObject();
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oDragon))
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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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//Roll damage.
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switch(nDiceType)
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{
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case 4:
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nDamage = d4(nDiceNumber); break;
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case 6:
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nDamage = d6(nDiceNumber); break;
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case 8:
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nDamage = d8(nDiceNumber); break;
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case 10:
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nDamage = d10(nDiceNumber); break;
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}
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nSaveDC, nSaveDamageType);
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if(nDamage > 0)
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{
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// Apply effects to the currently selected target.
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eDam = EffectDamage(nDamage, nDamageType);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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}
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