Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,92 +0,0 @@
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/*:://////////////////////////////////////////////
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//:: Spell Name Whirlwind: On Enter
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//:: Spell FileName PHS_S_WhirlwindA
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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AOE On enter:
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- Acts the same as the heartbeat, if I only used the heartbeat, it might not
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affect things it "ran over" at all!
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(note: safety catch, if they still have the Knockdown from it, or a
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special visual for same amount of seconds, the next heartbeat or any On
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Enter's won't affect them)
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- Does 3d6 damage, reflex save half, and if they fail thier first reflex save,
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there is a second else knockdown for 6 seconds.
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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 status
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if(!PHS_CheckAOECreator()) return;
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// Declare major variables
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object oTarget = GetEnteringObject();
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object oCaster = GetAreaOfEffectCreator();
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int nSpellSaveDC = PHS_GetAOESpellSaveDC();
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int nMetaMagic = PHS_GetAOEMetaMagic();
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int nReflex, nDam;
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int bApplied = FALSE;
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// Cannot have effects of this spell already
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if(GetHasSpellEffect(PHS_SPELL_WHIRLWIND, oTarget)) return;
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// Duration is 1 round
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float fDuration = RoundsToSeconds(1);
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// Declare major effects
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effect eNoKnockdown = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eVis = EffectVisualEffect(VFX_IMP_PULSE_WIND);
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effect eKnockdown = EffectKnockdown();
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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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// Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_WHIRLWIND);
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// Check spell resistance
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if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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{
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// Reflex save 1
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nReflex = PHS_SavingThrow(SAVING_THROW_REFLEX, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NONE, oCaster);
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// Get damage
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nDam = PHS_MaximizeOrEmpower(6, 3, nMetaMagic);
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// Change the damage done
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nDam = PHS_ReflexAdjustDamage(nReflex, nDam, oTarget);
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// Do damage, if any
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if(nDam > 0)
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{
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PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_BLUDGEONING);
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}
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// Second part is a reflex save, 2nd, to stop being knocked down
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if(nReflex == FALSE)
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{
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// Do second save
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if(!PHS_SavingThrow(SAVING_THROW_REFLEX, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NONE, oCaster))
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{
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// Do knockdown for 6 seconds
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bApplied = TRUE;
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PHS_ApplyDuration(oTarget, eKnockdown, fDuration);
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}
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}
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}
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// If we didn't apply a temp effect, apply one so this doesn't fire a lot
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if(bApplied == FALSE)
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{
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// Apply duration effect
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PHS_ApplyDuration(oTarget, eNoKnockdown, fDuration);
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}
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}
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}
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