Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,126 +0,0 @@
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/*:://////////////////////////////////////////////
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//:: Spell Name Cure XXX Wounds
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//:: Spell FileName PHS_S_CureX
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Cure wounds Name | d8 | Caster Limit
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Minor | 0 | 1
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Light | 1 | 5
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Moderate | 2 | 10
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Serious | 3 | 15
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Critical | 4 | 20
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It does the same damage to undead (Will for half, SR applies) which requires
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a touch attack.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As spells.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Get the spell being cast (No sub-spells)
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int nSpellId = GetSpellId();
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// Spell Hook Check
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if(!PHS_SpellHookCheck(nSpellId)) return;
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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 = PHS_GetCasterLevel();
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nDice, nCasterBonus, nToHeal, nVisual;
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if(nSpellId == PHS_SPELL_CURE_MINOR_WOUNDS)
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{
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nVisual = VFX_IMP_HEAD_HEAL;
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nToHeal = 1;
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}
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else if(nSpellId == PHS_SPELL_CURE_LIGHT_WOUNDS)
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{
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nVisual = VFX_IMP_HEALING_S;
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nDice = 1;
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}
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else if(nSpellId == PHS_SPELL_CURE_MODERATE_WOUNDS)
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{
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nVisual = VFX_IMP_HEALING_M;
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nDice = 2;
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}
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else if(nSpellId == PHS_SPELL_CURE_SERIOUS_WOUNDS)
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{
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nVisual = VFX_IMP_HEALING_L;
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nDice = 3;
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}
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else if(nSpellId == PHS_SPELL_CURE_CRITICAL_WOUNDS)
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{
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nVisual = VFX_IMP_HEALING_G;
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nDice = 4;
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}
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if(nToHeal == 0)
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{
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// Limit how much we are limiting the caster level
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// 5, 10, 15, 20...
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nCasterBonus = PHS_LimitInteger(nCasterLevel, nDice * 5);
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}
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// Visual effect
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effect eVis;
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// Check racial type
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if(GetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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{
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// Damage on touch attack
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int nTouch = PHS_SpellTouchAttack(PHS_TOUCH_MELEE, oTarget);
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// Does it hit?
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if(nTouch)
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{
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// Get total damage to be done
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if(nToHeal == 0)
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{
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nToHeal = PHS_MaximizeOrEmpower(8, nDice, nMetaMagic, nCasterBonus, nTouch);
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}
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else if(nTouch == 2)
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{
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nToHeal *= 2;
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}
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// Spell resistance check
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if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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{
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// Will save for half damage
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if(PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_DIVINE))
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{
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nToHeal /= 2;
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}
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// Check nToHeal
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if(nToHeal > 0)
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{
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// Visual effect
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eVis = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
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// Do damage and visual
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PHS_ApplyDamageVFXToObject(oTarget, eVis, nToHeal, DAMAGE_TYPE_POSITIVE);
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}
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}
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}
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}
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else if(PHS_GetIsAliveCreature(oTarget, "You must target a living creature to heal"))
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{
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// Get total healing to be done
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if(nToHeal == 0)
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{
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nToHeal = PHS_MaximizeOrEmpower(8, nDice, nMetaMagic, nCasterBonus);
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}
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// Declare what to heal
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effect eHeal = EffectHeal(nToHeal);
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eVis = EffectVisualEffect(nVisual);
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// Do the healing and visual
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PHS_ApplyInstantAndVFX(oTarget, eVis, eHeal);
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}
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}
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