Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name Recovery
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//:: Spell FileName XXX_S_Recovery
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Conjuration (Healing)
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Level: Clr 2, Drd 2
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Components: S
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Casting Time: 1 standard action
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Range: Touch
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Target: One creature
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Duration: Instantaneous
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Saving Throw: Fortitude Negates (Harmless)
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Spell Resistance: Yes (Harmless)
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Source: Various (Josh_Kablack)
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The subject recovers immediately from the effects of being Stunned and/or
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Dazed. Even if the subject had been Stunned or Dazed for multiple rounds it
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can now act normally for all of those rounds, and the spells which affected
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them cease to do so (unless a new effect causes it to be stunned again).
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Recovery is pretty easy, and in line with those kind of removal spells
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quite good.
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Stomatic component only.
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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_RECOVERY)) 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 = SMP_GetMetaMagicFeat();
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int nCasterLevel = SMP_GetCasterLevel();
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int nType;
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// Delcare immunity effects
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effect eVis = EffectVisualEffect(VFX_IMP_REMOVE_CONDITION);
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// Signal spell cast at
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_RECOVERY, FALSE);
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// Apply visual
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SMP_ApplyVFX(oTarget, eVis);
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// We remove all effect of poison, and some other spell effects too.
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effect eCheck = GetFirstEffect(oTarget);
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// Loop effects
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while(GetIsEffectValid(eCheck))
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{
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nType = GetEffectType(eCheck);
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// - Remove all stun and daze
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switch(nType)
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{
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case EFFECT_TYPE_STUNNED:
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case EFFECT_TYPE_DAZED:
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{
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RemoveEffect(oTarget, eCheck);
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}
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}
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eCheck = GetNextEffect(oTarget);
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}
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}
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