Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name Doom
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//:: Spell FileName PHS_S_Doom
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Necromancy [Fear, Mind-Affecting]
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Level: Clr 1
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Components: V, S, DF
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Casting Time: 1 standard action
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Range: Medium (20M)
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Target: One living creature
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Duration: 1 min./level
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Saving Throw: Will negates
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Spell Resistance: Yes
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This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As spell description.
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The fear script applies the shaken effects.
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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_DOOM)) 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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// Get duration in minutes
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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// Declare effects
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effect eFear = EffectFrightened();
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effect eVis = EffectVisualEffect(VFX_IMP_DOOM);
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effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
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// Link effects
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effect eLink = EffectLinkEffects(eFear, eDur);
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// Check PvP settings
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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// Signal event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_DOOM);
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// Check spell resistance
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if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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{
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// Check against mind spells and fear
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if(!PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_MIND_SPELLS) &&
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!PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_FEAR))
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{
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// Will Saving throw versus fear negates
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if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_FEAR))
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{
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// Impact and duration effects applied
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PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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}
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}
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}
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}
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