Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name False Life
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//:: Spell FileName phs_s_falselife
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Personal range, 1 hour/level or until discharged.
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You harness the power of unlife to grant yourself a limited ability to avoid
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death. While this spell is in effect, you gain temporary hit points equal to
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1d10 +1 per caster level (maximum +10).
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Material Component: A small amount of alcohol or distilled spirits, which
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you use to trace certain sigils on your body during casting. These sigils
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cannot be seen once the alcohol or spirits evaporate.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Applies it as the spell - 1d10 + 1-10 tempoary HP, and previous castings
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are removed.
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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_FALSE_LIFE)) return;
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// Declare Major Variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject(); // Should be OBJECT_SELF only.
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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// Get duration in hour
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float fDuration = PHS_GetDuration(PHS_HOURS, nCasterLevel, nMetaMagic);
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// Bonus is 1d10 + 1-10 tempoary HP.
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int nLevelBonus = PHS_LimitInteger(nCasterLevel, 10);
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// Metamagic the bonus HP, random 1d10 + 1-10.
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int nBonusHP = PHS_MaximizeOrEmpower(10, 1, nMetaMagic, nLevelBonus);
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// Declare effects
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effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eTempHP = EffectTemporaryHitpoints(nBonusHP);
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// Link effects
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effect eLink = EffectLinkEffects(eCessate, eTempHP);
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// Remove previous effects
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_FALSE_LIFE, oTarget);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_FALSE_LIFE, FALSE);
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// Apply effects
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PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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