Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,91 +0,0 @@
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//::///////////////////////////////////////////////
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//:: Implosion
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//:: NW_S0_Implosion.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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All persons within a 5ft radius of the spell must
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save at +3 DC or die.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: April 13, 2001
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//:://////////////////////////////////////////////
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION);
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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//Declare major variables
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object oTarget;
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effect eDeath = EffectDeath(TRUE);
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if(!GetPRCSwitch(PRC_165_DEATH_IMMUNITY))
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eDeath = SupernaturalEffect(eDeath);
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effect eImplode= EffectVisualEffect(VFX_FNF_IMPLOSION);
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float fDelay;
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int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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CasterLvl +=SPGetPenetr();
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//Apply the implose effect
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImplode, PRCGetSpellTargetLocation());
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//Get the first target in the shape
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, PRCGetSpellTargetLocation());
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while (GetIsObjectValid(oTarget))
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{
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if (oTarget != OBJECT_SELF
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&& spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_IMPLOSION));
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fDelay = PRCGetRandomDelay(0.4, 1.2);
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//Make SR check
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if (!PRCDoResistSpell(OBJECT_SELF, oTarget,CasterLvl, fDelay) && !GetIsIncorporeal(oTarget))
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{
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int nDC = PRCGetSaveDC(oTarget,OBJECT_SELF);
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//Make Reflex save
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_SPELL, OBJECT_SELF, fDelay))
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{
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DeathlessFrenzyCheck(oTarget);
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//Apply death effect and the VFX impact
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget));
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}
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}
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}
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//Get next target in the shape
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, PRCGetSpellTargetLocation());
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the local integer storing the spellschool name
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}
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