quest, convo, mob, and spawn fixes
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@@ -15,11 +15,11 @@ void main()
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object oPC=GetEnteringObject();
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object oIntensity=GetNearestObjectByTag("FB1_INTENSITY",oPC);
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object oArea=GetArea(oPC);
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int nIntensity=3;
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int nIntensity=0;
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if (oIntensity!=OBJECT_INVALID)
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nIntensity=StringToInt(GetName(oIntensity));
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SetLocalInt(oPC,"FB1_Intensity",nIntensity);
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if (nIntensity<1) nIntensity=1;
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if (nIntensity<1) nIntensity=0;
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if(GetIsDM(oPC)) return;
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@@ -45,7 +45,7 @@ void fnHeatEffects(object oPC,object oArea)
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nTotalIntensity=GetLocalInt(oPC,"FB1_Intensity");
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oItem=GetItemInSlot(INVENTORY_SLOT_CHEST,oPC);
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sTag=GetTag(oItem);
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if (GetIsNight()==TRUE) nTotalIntensity=nTotalIntensity+10;
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if (GetIsNight()==TRUE) nTotalIntensity=nTotalIntensity+0;
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if (GetWeather(oArea)==WEATHER_SNOW) nTotalIntensity=nTotalIntensity-3;
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if (GetWeather(oArea)==WEATHER_RAIN) nTotalIntensity=nTotalIntensity+3;
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if (oItem!=OBJECT_INVALID)
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@@ -57,7 +57,7 @@ void fnHeatEffects(object oPC,object oArea)
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} // check clothing
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else
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{ // no clothes
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nTotalIntensity=nTotalIntensity+20;
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nTotalIntensity=nTotalIntensity+0;
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} // no clothes
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oItem=GetItemInSlot(INVENTORY_SLOT_CLOAK,oPC);
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sTag=GetTag(oItem);
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@@ -16,11 +16,11 @@ void main()
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if(GetIsDM(oPC))return;
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object oIntensity=GetNearestObjectByTag("DH2_INTENSITY",oPC);
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object oArea=GetArea(oPC);
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int nIntensity=30;
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int nIntensity=600;
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if (oIntensity!=OBJECT_INVALID)
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nIntensity=StringToInt(GetName(oIntensity));
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SetLocalInt(oPC,"DH2_Intensity",nIntensity);
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if (nIntensity<5) nIntensity=15;
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if (nIntensity<5) nIntensity=600;
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if (GetIsNight()==TRUE&&GetWaypointByTag("DH2_DAYNIGHT")!=OBJECT_INVALID) nIntensity=nIntensity*2;
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if (GetIsPC(oPC)==TRUE)
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{ // is PC
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@@ -35,9 +35,9 @@ void main()
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void fnHeatEffects(object oPC,object oArea)
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{
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int nHeat;
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effect eCon=EffectAbilityDecrease(ABILITY_CONSTITUTION,1);
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effect eMov=EffectMovementSpeedDecrease(20);
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effect eStr=EffectAbilityDecrease(ABILITY_STRENGTH,1);
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effect eCon=EffectAbilityDecrease(ABILITY_CONSTITUTION,0);
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effect eMov=EffectMovementSpeedDecrease(0);
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effect eStr=EffectAbilityDecrease(ABILITY_STRENGTH,0);
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effect eLight=EffectVisualEffect(VFX_IMP_DAZED_S);
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effect eFull=EffectVisualEffect(VFX_IMP_SLOW);
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effect eDmg=EffectDamage(1);
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@@ -59,9 +59,9 @@ void fnHeatEffects(object oPC,object oArea)
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else if (nHeat>4)
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{ // suffer heat problems
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SendMessageToPC(oPC,"You are suffering from thirst");
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eCon,oPC,140.0);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eMov,oPC,130.0);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eStr,oPC,120.0);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eCon,oPC,14.0);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eMov,oPC,13.0);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eStr,oPC,12.0);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eFull,oPC,5.0);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,eDmg,oPC,1.0);
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} // suffer heat problems
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@@ -17,8 +17,8 @@ void main()
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{
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//Behaviour config
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AddBehaviour( "+HEALSELF", 100 ); //heal self
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AddBehaviour( "+REGROUP", 40 ); //regroup
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AddBehaviour( "+FLANK", 20 ); //flank
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AddBehaviour( "+REGROUP", 20 ); //regroup
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AddBehaviour( "+FLANK", 30 ); //flank
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//AddBehaviour( "+AVOIDMELEE", 20 ); //avoid melee
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AddBehaviour( "+EVACAOE", 50 ); //evac AOEs
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//AddBehaviour( "+SUMMON", 60 ); //summon spells
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@@ -28,8 +28,8 @@ void main()
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AddBehaviour( "+DEFSELF", 20 ); //defend self
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AddBehaviour( "+GROUPENHANCE", 20 ); //enhance group
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AddBehaviour( "+ENHANCESING", 20 ); //enhance single
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AddBehaviour( "+ENHANCESELF", 20 ); //enhance self
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AddBehaviour( "+FEATENHANCE", 20 ); //enhance self via feats
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AddBehaviour( "+ENHANCESELF", 40 ); //enhance self
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AddBehaviour( "+FEATENHANCE", 40 ); //enhance self via feats
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AddBehaviour( "+DISPEL", 20 ); //dispel single
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AddBehaviour( "+DISPELAOE", 20 ); //dispel AOEs
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//AddBehaviour( "+DISMISSAL", 40 ); //dismiss summons
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@@ -66,13 +66,13 @@ void main()
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//SetReadyStatus();
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//set fastbuffer status, should always be left on
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SetIsFastBuffer( TRUE );
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SetIsFastBuffer( TRUE );
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//SetLocalInt( OBJECT_SELF, "#FASTBUFFER", 1 );
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//SetLocalInt( OBJECT_SELF, "#ACTIVE", 1 );
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//log starting location
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ExecuteScript( "no_scr_logspnloc", OBJECT_SELF );
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DelayCommand(2.0, ExecuteScript( "random_drop", OBJECT_SELF ));
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//log loaded melee weapons
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ExecuteScript( "no_scr_logeq", OBJECT_SELF );
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@@ -16,7 +16,7 @@
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void main()
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{
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//Behaviour config
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AddBehaviour( "+AVOIDMELEE", 50 ); //avoid melee
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AddBehaviour( "+AVOIDMELEE", 10 ); //avoid melee
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AddBehaviour( "+EVACAOE", 80 ); //evac AOEs
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AddBehaviour( "+HEALSELF", 100 ); //heal self
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AddBehaviour( "+REGROUP", 20 ); //regroup
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@@ -25,10 +25,10 @@ void main()
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AddBehaviour( "+VIS", 50 ); //vision
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AddBehaviour( "+DEFSELF", 10 ); //defend self
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AddBehaviour( "+DEFSING", 5 ); //defend single
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AddBehaviour( "+ENHANCESELF", 10 ); //enhance self
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AddBehaviour( "+GROUPENHANCE", 5 ); //enhance group
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AddBehaviour( "+ENHANCESING", 5 ); //enhance single
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AddBehaviour( "+FEATENHANCE", 10 ); //enhance self via feats
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AddBehaviour( "+ENHANCESELF", 40 ); //enhance self
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AddBehaviour( "+GROUPENHANCE", 15 ); //enhance group
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AddBehaviour( "+ENHANCESING", 15 ); //enhance single
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AddBehaviour( "+FEATENHANCE", 15 ); //enhance self via feats
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AddBehaviour( "+DISPEL", 10 ); //dispel single
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AddBehaviour( "+DISPELAOE", 10 ); //dispel AOEs
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AddBehaviour( "+DISMISSAL", 10 ); //dismiss summons
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