Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,77 +0,0 @@
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/*:://////////////////////////////////////////////
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//:: Spell Name Shocking Grasp
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//:: Spell FileName PHS_S_ShockGrasp
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Creature or object touched will deal 1d8 + 1 damage (Max +20) (electrical)
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and gets a +3 attack bonus if the opponent is wearing metal armor. Level 1.
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No save!
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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We make a melee attack (with a +3 modifier for 2 seconds if they have metal
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armor).
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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_SHOCKING_GRASP)) 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 nMetaMagic = PHS_GetMetaMagicFeat();
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int nDamage;
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// Calculate max damage bonus
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int nBonusDamage = PHS_LimitInteger(nCasterLevel, 20); // Max of +20 damage
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// Make sure they are not immune to spells
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if(PHS_TotalSpellImmunity(oTarget)) return;
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//Declare effects
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effect eAttack;
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// Special VFX
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effect eVis = EffectVisualEffect(PHS_VFX_IMP_SHOCKING_GRASP);
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// Here, we make a check for armor - we add 3 to attack for a second if it is metal.
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object oArmor = GetItemInSlot(INVENTORY_SLOT_CHEST, oTarget);
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// Use function (checks for getarmor type >= 4)
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if(PHS_GetIsMetalArmor(oArmor))
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{
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// 1 second of it - max time needed really :-)
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eAttack = EffectAttackIncrease(3);
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PHS_ApplyDuration(oCaster, eAttack, 1.0);
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}
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// Signal Spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_SHOCKING_GRASP);
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// Touch attack
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int nTouch = PHS_SpellTouchAttack(PHS_TOUCH_MELEE, oTarget, TRUE);
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// Needs to hit.
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if(nTouch)
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{
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// Only creatures, and PvP check.
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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//Spell resistance and globe check - no turning for touch attacks, however.
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if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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{
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// Damage - can critical
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nDamage = PHS_MaximizeOrEmpower(6, 1, nMetaMagic, nBonusDamage, nTouch);
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// Do damage and VFX
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PHS_ApplyDamageVFXToObject(oTarget, eVis, nDamage, DAMAGE_TYPE_ELECTRICAL);
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}
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}
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}
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}
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