Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,91 +0,0 @@
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/*:://////////////////////////////////////////////
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//:: Spell Name Dancing Lights - Heartbeat
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//:: Spell FileName PHS_S_DanclightC
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Moves them to a cirtain place depending on their tag.
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Basically, 1 is north, 2 east, 3 south, 4 west.
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Moves there. If caster gets out of 20M away, it winks out.
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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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#include "PHS_AI_INCLUDE"
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void main()
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{
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// Check if caster is valid and in range
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object oCaster = GetLocalObject(OBJECT_SELF, PHS_MASTER);
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// Check if valid & in 20M & still got spell effects
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if(!GetIsObjectValid(oCaster) || GetDistanceToObject(oCaster) > 20.0 ||
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!GetHasSpellEffect(PHS_SPELL_DANCING_LIGHTS, oCaster))
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{
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PHSAI_DestroySelf();
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return;
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}
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// Set up us if not already
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if(!GetLocalInt(OBJECT_SELF, "DO_ONCE"))
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{
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SetLocalInt(OBJECT_SELF, "DO_ONCE", TRUE);
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// Ghost effect
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effect eGhost = SupernaturalEffect(EffectCutsceneGhost());
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, OBJECT_SELF);
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}
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// If valid and so forth, move to respective position
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int nNumber = GetLocalInt(OBJECT_SELF, "PHS_DANCING_LIGHT_SET");
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vector vCaster = GetPosition(oCaster);
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float fNewX;
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float fNewY;
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// Check iNumber
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if(nNumber == FALSE)
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{
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PHSAI_DestroySelf();
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return;
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}
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// Move to position 1 = north
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else if(nNumber == 1)
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{
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// +1.5 in Y /\
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fNewX = vCaster.x;
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fNewY = vCaster.y + 1.5;
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}
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// 2 = east
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else if(nNumber == 2)
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{
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// +1.5 in X ->
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fNewX = vCaster.x + 1.5;
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fNewY = vCaster.y;
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}
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// 3 = south
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else if(nNumber == 3)
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{
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// -1.5 in Y \/
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fNewX = vCaster.x;
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fNewY = vCaster.y - 1.5;
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}
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// 4 = west
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else if(nNumber == 4)
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{
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// -1.5 in X <-
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fNewX = vCaster.x - 1.5;
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fNewY = vCaster.y;
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}
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else // Invalid if over 4
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{
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PHSAI_DestroySelf();
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return;
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}
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vector vTotal = Vector(fNewX, fNewY, vCaster.z);
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// Finalise location
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location lMove = Location(GetArea(oCaster), vTotal, 0.0);
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// Move to location
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ClearAllActions();
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ActionMoveToLocation(lMove, TRUE);
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}
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