Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name Finger of Death
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//:: Spell FileName phs_s_fingrofdth
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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8M range, fort partial, SR applies. 1 living creature as target. [Death]
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You can slay any one living creature within range. The target is entitled to
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a Fortitude saving throw to survive the attack. If the save is successful,
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the creature instead takes 3d6 points of damage +1 point per caster level
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(maximum +25).
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The subject might die from damage even if it succeeds on its saving throw.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Standard death spell. Very similar to NWN's already one, for once :-)
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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_FINGER_OF_DEATH)) 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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// Limit the bonus to damage to 25.
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int nBonus = PHS_LimitInteger(nCasterLevel, 25);
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// Damage is 3d6 + Caster level to 25.
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int nDamage = PHS_MaximizeOrEmpower(6, 3, nMetaMagic, nCasterLevel);
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// Delcare effects
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// Death effects
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effect eVis = EffectVisualEffect(VFX_IMP_DEATH_L);
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effect eDeath = EffectDeath();
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// Damage effects
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effect eVis2 = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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// Signal Spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_FINGER_OF_DEATH);
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// PvP Check
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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// Spell Resistance + Immunity check
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if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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{
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// Saving throw + Immunity check
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if(!PHS_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_DEATH))
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{
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// Fail and we apply death
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PHS_ApplyInstantAndVFX(oTarget, eVis, eDeath);
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}
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else
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{
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// Even if they pass, we do damage.
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PHS_ApplyDamageVFXToObject(oTarget, eVis2, nDamage, DAMAGE_TYPE_NEGATIVE);
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}
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}
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}
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}
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