Area Changes and other fixes
added areas and ccoh, fixed some areas to work with crafting fixed some on death issues added server entry/ooc
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@@ -1,65 +0,0 @@
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// Stake vampire.
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void vamp_stake(object oPC, object oTarget)
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{
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// If distance is < 2m.
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if (GetDistanceBetween(oPC,oTarget)<2.0f)
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{
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// If target is vampire.
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if (GetSubRace(oTarget)=="Vampire")
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{
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// If target is not resting
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if (GetIsResting(oTarget) == FALSE)
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{
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// Attempt hit
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SendMessageToPC(oPC,"You attempt to stake vampire.");
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// Make a hit.
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int iAttack = GetBaseAttackBonus(oPC)+d20(1);
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// Ac is target ac + 10
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int iAC = GetAC(oTarget)+10;
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// If target is pc, set him hostile and send him message.
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if (GetIsPC(oTarget) == TRUE)
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{
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SetPCDislike(oPC,oTarget);
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SendMessageToPC(oTarget,GetName(oPC)+" attempts to stab you with wooden stake!");
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}
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// If target is npc set him hostile
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else ChangeToStandardFaction(oTarget,STANDARD_FACTION_HOSTILE);
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// If hit was success
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if (iAttack > iAC)
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{
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// Kill target
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SendMessageToPC(oPC,"You succesfully hit wooden stake to vampires heart.");
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if (GetIsPC(oTarget) == TRUE)
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{
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SendMessageToPC(oTarget,GetName(oPC)+" succesfully stabs you. You are dead.");
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PrintString("vamp_stake: " + GetName(oPC) + " succesfully stabs you. You are dead. 1");
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SetCampaignInt("Vampire","VampIsDead",1,oPC);
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}
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ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectDeath(),oTarget);
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}
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// Hit was not success
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else
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{
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SendMessageToPC(oPC,"You missed your hit.");
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SendMessageToPC(oTarget,GetName(oPC)+" you managed to dodge "+GetName(oPC)+" attack.");
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}
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}
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// Target is resting. Kill target
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else
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{
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SendMessageToPC(oPC,"You succesfully hit wooden stake to vampires heart.");
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if (GetIsPC(oTarget) == TRUE)
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{
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SendMessageToPC(oTarget,GetName(oPC)+" succesfully stabs you. You are dead.");
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PrintString("vamp_stake: " + GetName(oPC) + " succesfully stabs you. You are dead. 2");
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SetCampaignInt("Vampire","VampIsDead",1,oPC);
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}
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ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectDeath(),oTarget);
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}
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}
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}
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// Too far to stake.
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else SendMessageToPC(oPC, "You are too far to stab vampire.");
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}
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