Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name Curse Water
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//:: Spell FileName PHS_S_CurseWater
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Range: Touch
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Target: Bottle of Water touched
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Duration: Instantaneous
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This spell imbues a flask of water with negative energy, turning it
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into unholy water. Unholy water damages good outsiders the way holy water
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damages undead and evil outsiders.
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Material Component: 5 pounds of powdered silver (worth 25 gp).
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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This takes 1 lot of silver, and 1 bottle of water, and creates a cursed
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grenade.
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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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// Spell hook check.
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if(!PHS_SpellHookCheck(PHS_SPELL_CURSE_WATER)) 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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string sTag = GetTag(oTarget);
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// Declare effects
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effect eVis = EffectVisualEffect(VFX_IMP_EVIL_HELP);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_CURSE_WATER, FALSE);
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// Check if sTag is a water bottle tag
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if(sTag == PHS_ITEM_WATER)
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{
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// Make sure the caster has the right items
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// - Silver
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if(PHS_ComponentExactItemRemove(PHS_ITEM_SPELL_5LS_SILVER, "5lbs of silver", "Curse Water")) return;
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// Apply effects
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PHS_ApplyVFX(oTarget, eVis);
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// Remove one holy wayer
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PHS_ComponentItemRemoveBy1(oTarget);
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// Create new item - Cursed Water
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PHS_ComponentActionCreateObject(PHS_ITEM_RESREF_CURSED_WATER, 1);
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}
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}
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