Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name Remove Blindness/Deafness
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//:: Spell FileName PHS_S_RemoveBlindness
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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 3, Pal 3
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Components: V, S
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Casting Time: 1 standard action
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Range: Touch
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Target: Creature touched
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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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Remove blindness/deafness cures blindness or deafness (your choice),
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whether the effect is normal or magical in nature. The spell does not
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restore ears or eyes that have been lost, but it repairs them if they are
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damaged.
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Remove blindness/deafness counters and dispels blindness/deafness.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Can remove one, or the other...
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Make sure to test, uses a sub-dial for now.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!PHS_SpellHookCheck(PHS_SPELL_REMOVE_BLINDNESS_DEAFNESS)) 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 nSpellId = GetSpellId();
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int nType, nToRemove;
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// Check what to remove
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if(nSpellId == PHS_SPELL_REMOVE_BLINDNESS_DEAFNESS_B)
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{
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// Remove deafness
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nToRemove = EFFECT_TYPE_DEAF;
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}
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else// PHS_SPELL_REMOVE_BLINDNESS_DEAFNESS_A
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{
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// Remove blindness
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nToRemove = EFFECT_TYPE_BLINDNESS;
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}
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// Delcare immunity effects
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effect eVis = EffectVisualEffect(VFX_IMP_REMOVE_CONDITION);
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// Apply VFX
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PHS_ApplyVFX(oTarget, eVis);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_REMOVE_BLINDNESS_DEAFNESS, FALSE);
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// We remove all effect of blindness or deafness
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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 of XXX
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if(nType == nToRemove)
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{
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RemoveEffect(oTarget, eCheck);
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}
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eCheck = GetNextEffect(oTarget);
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}
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}
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