Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,103 +0,0 @@
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/*:://////////////////////////////////////////////
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//:: Spell Name Searing Light
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//:: Spell FileName PHS_S_SearingLgt
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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20M, ray, SR applies, no save. Ranged touch attack.
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Normal creature: 1d8/2 levels (to 5d8)
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Undead: 1d6/level (max 10d6)
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Undead who hates light: 1d8/level (max 10d8)
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Construct/inanimate object: 1d6/2 levels (max 5d6)
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As spell description. Similar to bioware one - needs a touch attack, however!
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Spell file similar to Ray of Frost.
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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_SEARING_LIGHT)) 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 nRace = GetRacialType(oTarget);
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int nObjectType = GetObjectType(oTarget);
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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// Needs a touch attack
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int nTouch = PHS_SpellTouchAttack(PHS_TOUCH_RAY, oTarget, TRUE);
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// Damage is dependant on target race.
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int nDam, nDice, nSides;
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// Undead - max damage, 1dX/level
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if(nRace == RACIAL_TYPE_UNDEAD)
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{
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// 1dX a level
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nDice = PHS_LimitInteger(nCasterLevel, 10);
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// If special undead who hates sun, we do extra damage
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if(PHS_GetHateSun(oTarget))
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{
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// up to 10d8 (3-80)
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nSides = 8;
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}
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else
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{
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// up to 10d6 - still really powerful (3-60)
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nSides = 6;
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}
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}
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else
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{
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// Max of 1dX/2 levels
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nDice = PHS_LimitInteger(nCasterLevel/2, 5);
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// If construct/any non-creature, 1d6/2 levels, to 5d6.
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if(nRace == RACIAL_TYPE_CONSTRUCT || nObjectType != OBJECT_TYPE_CREATURE)
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{
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// Max 5d6
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nSides = 6;
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}
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// Anything else - Max of 5d8 - 1d8/2 levels
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else
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{
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// Max 5d8
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nSides = 8;
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}
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}
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// Define nDam
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nDam = PHS_MaximizeOrEmpower(nSides, nDice, nMetaMagic, FALSE, nTouch);
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// Declare effects
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effect eVis = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
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// Signal event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_SEARING_LIGHT);
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// Do ray visual
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PHS_ApplyTouchBeam(oTarget, VFX_BEAM_HOLY, nTouch);
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// Touch attack
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if(nTouch)
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{
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// PvP check and spell immunity check
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if(!GetIsReactionTypeFriendly(oTarget) &&
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PHS_TotalSpellImmunity(oTarget))
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{
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// Resistance
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if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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{
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// Apply damage and VFX
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PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_DIVINE);
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}
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}
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}
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}
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