Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,52 +0,0 @@
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//::///////////////////////////////////////////////////
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//:: X0_S1_PETRGAZE
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//:: Petrification gaze monster ability.
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//:: Fortitude save (DC 15) or be turned to stone permanently.
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//:: This will be changed to a temporary effect.
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//:: Copyright (c) 2002 Floodgate Entertainment
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//:: Created By: Naomi Novik
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//:: Created On: 11/14/2002
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//::///////////////////////////////////////////////////
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//:: Used by Basilisk
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#include "prc_inc_spells"
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void main()
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{
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object oTarget = PRCGetSpellTargetObject();
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int nHitDice = GetHitDice(OBJECT_SELF);
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effect eImmune = EffectVisualEffect(VFX_IMP_MAGIC_RESISTANCE_USE);
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location lTargetLocation = PRCGetSpellTargetLocation();
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//Get first target in spell area
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oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
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while(GetIsObjectValid(oTarget))
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{
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float fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
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int nSpellID = GetSpellId();
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object oSelf = OBJECT_SELF;
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//:: Check for Immunity to Petrification
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int bImmune = GetHasFeat(FEAT_IMMUNE_PETRIFICATION, oTarget);
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if (bImmune)
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{
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SendMessageToPC(OBJECT_SELF, "This creatrure is immune to petrification");
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eImmune, oTarget);
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return;
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}
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else
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{
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DelayCommand(fDelay, PRCDoPetrification(nHitDice, oSelf, oTarget, nSpellID, 13));
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}
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//Get next target in spell area
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oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
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}
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}
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