Major update
Fixed CCOH, Fixed starting GP, Fixed DMFI languages, Fix cep weapon appearances, Fixed new player start up system. Added PC deleter. Added ACP 4.1. Full compile. Updated release archive.
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@@ -1,23 +1,47 @@
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// Place in the OnAreaTransitionClick event for the <span class="highlight">door</span>
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#include "prc_class_const"
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void main()
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{
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object oPC = GetClickingObject();
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object oJump = GetTransitionTarget(OBJECT_SELF);
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int nPCClass1 = GetClassByPosition(1, oPC);
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int nPCClass2 = GetClassByPosition(2, oPC);
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int nPCClass3 = GetClassByPosition(3, oPC);
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int nCheck1 = CLASS_TYPE_ROGUE;
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int nCheck2 = CLASS_TYPE_ASSASSIN;
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if (!GetIsPC(oPC))
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object oPC = GetClickingObject();
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object oJump = GetTransitionTarget(OBJECT_SELF);
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int nPCClass1 = GetClassByPosition(1, oPC);
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int nPCClass2 = GetClassByPosition(2, oPC);
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int nPCClass3 = GetClassByPosition(3, oPC);
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int nPCClass4 = GetClassByPosition(4, oPC);
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int nPCClass5 = GetClassByPosition(5, oPC);
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int nPCClass6 = GetClassByPosition(6, oPC);
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int nPCClass7 = GetClassByPosition(7, oPC);
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int nPCClass8 = GetClassByPosition(8, oPC);
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int iRogue = GetLevelByClass(CLASS_TYPE_ROGUE, oPC)
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+ GetLevelByClass(CLASS_TYPE_SCOUT, oPC)
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+ GetLevelByClass(CLASS_TYPE_BEGUILER, oPC)
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+ GetLevelByClass(CLASS_TYPE_NINJA, oPC)
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+ GetLevelByClass(CLASS_TYPE_FACTOTUM, oPC)
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+ GetLevelByClass(CLASS_TYPE_ASSASSIN, oPC)
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+ GetLevelByClass(CLASS_TYPE_ARCTRICK, oPC)
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+ GetLevelByClass(CLASS_TYPE_HANDOTWM, oPC)
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+ GetLevelByClass(CLASS_TYPE_NIGHTSHADE, oPC)
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+ GetLevelByClass(CLASS_TYPE_NINJA_SPY, oPC)
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+ GetLevelByClass(CLASS_TYPE_SHADOWLORD, oPC)
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+ GetLevelByClass(CLASS_TYPE_SHADOW_SUN_NINJA, oPC)
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+ GetLevelByClass(CLASS_TYPE_SHADOW_THIEF_AMN, oPC)
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+ GetLevelByClass(CLASS_TYPE_UNSEEN_SEER, oPC)
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+ GetLevelByClass(CLASS_TYPE_PSYCHIC_ROGUE, oPC);
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if (!GetIsPC(oPC))
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{
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return;
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return;
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}
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else if ((nPCClass1 == nCheck1) || (nPCClass2 == nCheck1) || (nPCClass3 == nCheck1) || (nPCClass1 == nCheck2) || (nPCClass2 == nCheck2) ||(nPCClass3 == nCheck2))
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else if (iRogue > 0)
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{
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AssignCommand(oPC, JumpToObject(oJump));
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AssignCommand(oPC, JumpToObject(oJump));
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}
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else
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else
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{
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FloatingTextStringOnCreature("Only Rogues or Assassins may pass this way.", oPC);
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FloatingTextStringOnCreature("Only rogues may pass this way.", oPC);
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}
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}
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