Clear out experimental .35 files
Clear out experimental .35 files
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//////////////////////////////////////////////////////////////////////
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/* Dark Speech [Vile]
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You learn a smattering of the language of truly dark power.
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Prerequisites: Will save bonus +5, Int 15, Cha 15.
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Benefit: You can use the Dark Speech to bring loathing and fear to others, to help cast evil spells and create evil magic
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items, and to weaken physical objects.
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Dread: Whenever you use Dark Speech in this manner,
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you take 1d4 points of Charisma damage, and every other
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creature in a 30-foot radius must attempt a Will save (DC 10
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+ 1/2 your character level + your Cha modifier). The result of
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a failed save by a listener depends on the listener<65>s character
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level and alignment, as detailed in the table below.
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Level (Alignment) Result
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1st-4th (non-evil) Listener is shaken for 10 rounds and must flee from you until you are out of sight.
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1st-4th (evil) Listener cowers in fear for 10 rounds.
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5th-10th (non-evil) Listener is shaken for 10 rounds.
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5th-10th (evil) Listener is charmed by you (as charm monster) for 10 rounds.
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11th+ (non-evil) Listener is filled with loathing for you but is not otherwise influenced.
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11th+ (evil) Listener is impressed, and you gain a +2 competence bonus on attempts to change its attitude in the future.
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Power: Whenever you use Dark Speech in this manner,
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you take 1d4 points of Charisma damage. By incorporating
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the Dark Speech into the verbal component of a spell, you
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increase its effective caster level by 1.
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Special: You gain a +4 circumstance bonus on saving
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throws made when someone uses the Dark Speech against
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you.
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Special: If you cannot take ability damage, you cannot
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select this feat.
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*/
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//////////////////////////////////////////////////////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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object oPC = OBJECT_SELF;
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location lLoc = GetLocation(oPC);
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int nSpell = GetSpellId();
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object oTarget;
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int nDC = 10 + (GetHitDice(oPC) / 2) + GetAbilityModifier(ABILITY_CHARISMA, oPC);
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if(GetIsImmune(oPC, IMMUNITY_TYPE_ABILITY_DECREASE))
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{
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FloatingTextStringOnCreature("If you cannot take ability damage, you cannot use this feat", oPC, FALSE);
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return;
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}
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if(nSpell == SPELL_DARK_SPEECH_DREAD)
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{
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int nHD;
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(30.0), lLoc, FALSE, OBJECT_TYPE_CREATURE);
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ApplyAbilityDamage(oPC, ABILITY_CHARISMA, d4(1), DURATION_TYPE_TEMPORARY, TRUE, -1.0f);
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while(GetIsObjectValid(oTarget))
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{
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if(oTarget != oPC)
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{
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
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{
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nHD = GetHitDice(oTarget);
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if(GetAlignmentGoodEvil(oTarget) == ALIGNMENT_EVIL)
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{
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if(nHD < 5) SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, SupernaturalEffect(EffectLinkEffects(EffectFrightened(), EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR))), oTarget, RoundsToSeconds(10));
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else if (nHD > 4 && nHD < 11) SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, SupernaturalEffect(EffectCharmed()), oTarget, RoundsToSeconds(10));
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else FloatingTextStringOnCreature(GetName(oTarget) + " is impressed by your Dark Speech.", oPC, FALSE);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_BLINDDEAD_DN_RED), oTarget);
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}
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else
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{
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if(nHD < 5)
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{
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effect eLink = EffectLinkEffects(EffectFrightened(), EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR));
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eLink = EffectLinkEffects(eLink, EffectShaken());
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, SupernaturalEffect(eLink), oTarget, RoundsToSeconds(10));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_BLINDDEAD_DN_RED), oTarget);
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}
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else if (nHD > 4 && nHD < 11) SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, SupernaturalEffect(EffectShaken()), oTarget, RoundsToSeconds(10));
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else FloatingTextStringOnCreature(GetName(oTarget) + " is filled with loathing for you.", oPC, FALSE);
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}
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}
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}
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(30.0), lLoc, FALSE, OBJECT_TYPE_CREATURE);
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}
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}
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else if(nSpell == SPELL_DARK_SPEECH_POWER)
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{
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if (GetHasSpellEffect(SPELL_DARK_SPEECH_POWER, oPC))
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{
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PRCRemoveSpellEffects(SPELL_DARK_SPEECH_POWER, oPC, oPC);
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GZPRCRemoveSpellEffects(SPELL_DARK_SPEECH_POWER, oPC, FALSE);
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}
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else
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE), oPC);
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}
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}
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