Script, cosmetic, and vendor changes
Changed death script for goblins to not blow up in chunks Changed secret door vfx to blend in with the great oak better added recall device for convenience and added it vendors
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@@ -1,7 +1,9 @@
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void main()
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{
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object oTarget = OBJECT_SELF;
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effect eMind = EffectVisualEffect(VFX_DUR_PROT_BARKSKIN);
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effect eMind = EffectVisualEffect(VFX_DUR_PROT_BARKSKIN, VFX_DUR_PETRIFY);
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effect eMind2 = EffectVisualEffect(VFX_DUR_GHOST_TRANSPARENT);
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DelayCommand(1.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT, eMind, oTarget));
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DelayCommand(1.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT, eMind2, oTarget));
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SetLocalInt(OBJECT_SELF, "X1_L_IMMUNE_TO_DISPEL", 10);
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}
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@@ -10,4 +10,5 @@ void main()
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{
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ExecuteScript("prc_onactivate", OBJECT_SELF);
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ExecuteScript("_on_activateitem", OBJECT_SELF);
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ExecuteScript("sot", OBJECT_SELF);
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}
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@@ -27,9 +27,9 @@ void main()
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SignalEvent(OBJECT_SELF, EventUserDefined(1007));
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}
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effect eBsplat = EffectVisualEffect(VFX_COM_CHUNK_RED_LARGE,TRUE);
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location lLoc = GetLocation(OBJECT_SELF);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT,eBsplat,lLoc);
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//effect eBsplat = EffectVisualEffect(VFX_COM_CHUNK_RED_LARGE,TRUE);
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//location lLoc = GetLocation(OBJECT_SELF);
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//ApplyEffectAtLocation(DURATION_TYPE_INSTANT,eBsplat,lLoc);
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@@ -45,6 +45,6 @@ void main()
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(99000, DAMAGE_TYPE_MAGICAL, DAMAGE_POWER_PLUS_TWENTY), OBJECT_SELF);
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return;
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}
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ExecuteScript("prc_npc_death", OBJECT_SELF);
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}
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ExecuteScript("prc_npc_death", OBJECT_SELF);
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}
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