Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name Ray of Despair
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//:: Spell FileName XXX_S_RayofDespa
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Necromancy [Mind-Affecting]
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Level: Sor/Wiz 3
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Components: V, S
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Casting Time: 1 standard action
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Range: Close (8M)
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Effect: Ray
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Duration: 1 min./level
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Saving Throw: None
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Spell Resistance: Yes
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Source: Various (schulerta)
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A ray of black energy springs from your hand. You must succeed on a ranged
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touch attack to strike a target. The subject takes a penalty to Will Saves
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equal to 1d4+1.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As the spell says.
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Apart from, originally, it was a Gray (or even Grey) ray.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "SMP_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!SMP_SpellHookCheck(SMP_SPELL_RAY_OF_DESPAIR)) 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 = SMP_GetCasterLevel();
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int nMetaMagic = SMP_GetMetaMagicFeat();
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// Touch attack
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int nTouch = SMP_SpellTouchAttack(SMP_TOUCH_RAY, oTarget, TRUE);
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// Duration in minutes
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float fDuration = SMP_GetDuration(SMP_MINUTES, nCasterLevel, nMetaMagic);
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// Amount of save damage. 1d4 +1
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int nDamage = SMP_MaximizeOrEmpower(4, 1, nMetaMagic, 1);
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// Declare effects
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effect eVis = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE);
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effect eSave = EffectSavingThrowDecrease(SAVING_THROW_WILL, nDamage, SAVING_THROW_TYPE_ALL);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = EffectLinkEffects(eSave, eCessate);
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// Do ray visuals
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SMP_ApplyTouchBeam(oTarget, VFX_BEAM_BLACK, nTouch);
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// Signal event
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_RAY_OF_DESPAIR);
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// Touch attack
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if(nTouch)
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{
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// PvP check
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if(!GetIsReactionTypeFriendly(oTarget) &&
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!SMP_ImmunityCheck(oTarget, IMMUNITY_TYPE_MIND_SPELLS) &&
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!SMP_ImmunityCheck(oTarget, IMMUNITY_TYPE_SAVING_THROW_DECREASE))
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{
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// Resistance
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if(!SMP_SpellResistanceCheck(oCaster, oTarget))
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{
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// Remove previous spell effects (they don't stack anyway)
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SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_RAY_OF_CLUMSINESS, oTarget);
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// Apply effects
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SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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}
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}
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}
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