Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name See Invisibility
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//:: Spell FileName PHS_S_SeeInvisib
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Divination
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Level: Brd 3, Sor/Wiz 2
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Components: V, S, M
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Casting Time: 1 standard action
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Range: Personal
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Target: You
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Duration: 10 min./level (D)
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You can see any objects or beings that are invisible within your range of
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vision, as if they were normally visible. The spell does not reveal the
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method used to obtain invisibility. It does not reveal illusions or enable
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you to see through opaque objects. It does not reveal creatures who are
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simply hiding, concealed, or otherwise hard to see.
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Material Component: A pinch of talc and a small sprinkling of powdered silver.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Uses EffectSeeInvisible(), which is simple and only counters EffectInvisibility()
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which is a real shame, but still useful.
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Note: Originally, the spell also countered Etherealness.
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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_SEE_INVISIBILITY)) 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 nMetaMagic = PHS_GetMetaMagicFeat();
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int nCasterLevel = PHS_GetCasterLevel();
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// 10 minutes/level
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel * 10, nMetaMagic);
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// Delcare effects
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effect eVis = EffectVisualEffect(VFX_IMP_MAGICAL_VISION);
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effect eSee = EffectSeeInvisible();
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effect eDur = EffectVisualEffect(VFX_DUR_MAGICAL_SIGHT);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eSee, eCessate);
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eLink = EffectLinkEffects(eLink, eDur);
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// Remove previous castings
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_SEE_INVISIBILITY, oTarget);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_SEE_INVISIBILITY, 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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