Clear out experimental .35 files
Clear out experimental .35 files
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//::///////////////////////////////////////////////
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//:: Name Bestow Wound
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//:: FileName sp_bestow_wnd.nss
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//:://////////////////////////////////////////////
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/**@file Bestow Wound
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Transmutation
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Level: Sor/Wiz 1
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Components: V, S, M
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Casting Time: 1 action
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Range: Touch
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Target: Living creature touched
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Duration: Instantaneous
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Saving Throw: Fortitude negates
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Spell Resistance: Yes
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If the caster is wounded, she can cast this spell and
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touch a living creature. The creature takes the caster's
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wounds as damage, either 1 point of damage per caster
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level or the amount needed to bring the caster up to her
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maximum hit points, whichever is less. The caster heals
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that much damage, as if a cure spell had been cast on her.
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Material Component: A small eye agate worth at least 10 gp.
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Author: Tenjac
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Created: 02/05/06
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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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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PRCSetSchool(SPELL_SCHOOL_TRANSMUTATION);
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// Run the spellhook.
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if (!X2PreSpellCastCode()) return;
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//define vars
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object oPC = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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int nCasterLvl = PRCGetCasterLevel(oPC);
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int nCasterMaxHP = GetMaxHitPoints(oPC);
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int nCasterCurrentHP = GetCurrentHitPoints(oPC);
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int nDam = min((nCasterMaxHP - nCasterCurrentHP), nCasterLvl);
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int nDC = PRCGetSaveDC(oTarget, oPC);
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PRCSignalSpellEvent(oTarget, TRUE, SPELL_BESTOW_WOUND, oPC);
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//Check Spell Resistance
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if (PRCDoResistSpell(oPC, oTarget, nCasterLvl + SPGetPenetr()))
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{
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return;
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}
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//Resolve Spell if failed save
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if (!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_EVIL) && PRCGetIsAliveCreature(oTarget))
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{
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//Target effects
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effect eDam = PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_MAGICAL);
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effect eVisDam = EffectVisualEffect(VFX_IMP_HARM);
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effect eLink = EffectLinkEffects(eDam, eVisDam);
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//Caster effects
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effect eHeal = PRCEffectHeal(nDam, oPC);
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effect eVisHeal = EffectVisualEffect(VFX_IMP_HEALING_M);
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effect eHealLink = EffectLinkEffects(eHeal, eVisHeal);
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//Apply to Target
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eLink, oTarget);
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//Apply to Caster
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eHealLink, oPC);
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}
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PRCSetSchool();
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}
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