Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,70 +0,0 @@
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/*:://////////////////////////////////////////////
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//:: Spell Name Prismatic Wall: (Blindness) On Heartbeat
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//:: Spell FileName PHS_S_PrisWallC
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As it stated above.
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Simplified a lot. It now doesn't stop spells or missiles (ugly!) but will
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do th effects of each thing On Enter - ugly!
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This is still powerful (very much so) for the level.
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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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// Check AOE
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if(!PHS_CheckAOECreator()) return;
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// Declare major variables
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object oCaster = GetAreaOfEffectCreator();
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location lTarget = GetLocation(OBJECT_SELF);
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object oTarget;
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int nMetaMagic = PHS_GetAOEMetaMagic();
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float fDelay, fDuration;
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// Declare blindness
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effect eBlind = EffectBlindness();
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// Start cycling through the AOE Object for viable targets
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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// PvP check
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if(!GetIsReactionTypeFriendly(oTarget, oCaster) &&
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// Make sure they are not immune to spells
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!PHS_TotalSpellImmunity(oTarget))
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{
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// Check HD
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if(GetHitDice(oTarget) <= 8)
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{
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// Fire cast spell at event for the affected target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_PRISMATIC_SPHERE);
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// Check if they can see
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if(PHS_GetCanSee(oTarget))
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{
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// Check spell resistance
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if(PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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{
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// Get duration
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fDuration = PHS_GetRandomDuration(PHS_ROUNDS, 4, 2, nMetaMagic);
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// Get a small delay
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fDelay = GetDistanceToObject(oTarget)/20;
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// Apply blindness
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DelayCommand(fDelay, PHS_ApplyDuration(oTarget, eBlind, fDuration));
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}
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}
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}
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}
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//Get next target.
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}
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}
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