Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,102 +0,0 @@
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/*:://////////////////////////////////////////////
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//:: Spell Name Restoration
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//:: Spell FileName PHS_S_Restor
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Conjuration (Healing)
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Level: Clr 4, Pal 4
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Components: V, S, M
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Casting Time: 3 rounds
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Range: Touch
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Target: Creature touched
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Duration: Instantaneous
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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This spell functions like lesser restoration, except that it also dispels
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negative levels and restores one experience level to a creature who has had
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a level drained. A character who has a level restored by restoration has
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exactly the minimum number of experience points necessary to restore him
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or her to his or her previous level.
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Restoration cures all temporary ability damage. It also eliminates any
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fatigue or exhaustion suffered by the target.
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Restoration does not restore levels lost due to death.
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Material Component: Diamond dust worth 100 gp that is sprinkled over the
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target.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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3 rounds casting time, 100GP diamond dust.
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Removes (no check):
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- Tempoary ability damage only
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- Fatigue and exhaustion
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- 1 level drain (not in yet)
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- All negative levels
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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_RESTORATION)) 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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// Material component
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if(!PHS_ComponentExactItemRemove(PHS_ITEM_DIAMOND_DUST_100, "Diamond dust worth 100GP", "Restoration")) return;
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// Delcare immunity effects
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effect eVis = EffectVisualEffect(VFX_IMP_REMOVE_CONDITION);
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// Apply VFX
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PHS_ApplyVFX(oTarget, eVis);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_RESTORATION, FALSE);
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// Remove fatigue and exhaustion
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PHS_RemoveFatigue(oTarget);
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// We remove all effect of ability decrease, and some other spell effects too.
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effect eCheck = GetFirstEffect(oTarget);
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// Loop effects
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while(GetIsEffectValid(eCheck))
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{
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/*
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Removes (no check):
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- Tempoary ability damage only
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- 1 level drain (not in yet)
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- All negative levels
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*/
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switch(GetEffectType(eCheck))
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{
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case EFFECT_TYPE_ABILITY_DECREASE:
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{
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// Must still be magical and temp.
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if(GetEffectSubType(eCheck) == SUBTYPE_MAGICAL &&
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GetEffectDurationType(eCheck) == DURATION_TYPE_TEMPORARY)
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{
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RemoveEffect(oTarget, eCheck);
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}
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}
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break;
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break;
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case EFFECT_TYPE_NEGATIVELEVEL:
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{
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RemoveEffect(oTarget, eCheck);
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}
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break;
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}
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eCheck = GetNextEffect(oTarget);
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}
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}
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