Jaysyn904 4dba880acb Added ACP v4.1
Added ACP v4.1. Full compile.  Updated module name.  Updated release archive.
2024-09-08 18:23:43 -04:00

629 lines
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Plaintext

#include "id_const"
// * Applies an XP and GP penalty
// * to the player respawning
void ApplyPenalty(object oDead)
{
int nXP = GetXP(oDead);
int nLEVEL = GetHitDice( oDead);
int nPenalty = 0;
switch (nLEVEL)
{
case 1:
nPenalty = 0;
break;
case 2:
nPenalty = 0;
break;
case 3:
nPenalty = 0;
break;
case 4:
nPenalty = 0;
break;
case 5:
nPenalty = 0;
break;
case 6:
nPenalty = 50;
break;
case 7:
nPenalty = 50;
break;
case 8:
nPenalty = 50;
break;
case 9:
nPenalty = 50;
break;
case 10:
nPenalty = 50;
break;
case 11:
nPenalty = 100;
break;
case 12:
nPenalty = 100;
break;
case 13:
nPenalty = 100;
break;
case 14:
nPenalty = 100;
break;
case 15:
nPenalty = 100;
break;
case 16:
nPenalty = 200;
break;
case 17:
nPenalty = 200;
break;
case 18:
nPenalty = 200;
break;
case 19:
nPenalty = 200;
break;
case 20:
nPenalty = 200;
break;
default:
nPenalty = 0;
break;
}
int nNewXP = nXP - (nPenalty * nLEVEL);
SetXP(oDead, nNewXP);
int nGoldToTake = FloatToInt(0.10 * GetGold(oDead));
WriteTimestampedLogEntry( GetName( oDead) + " has properly respawned.");
AssignCommand(oDead, TakeGoldFromCreature(nGoldToTake, oDead, TRUE));
DelayCommand(4.0, FloatingTextStrRefOnCreature(58299, oDead, FALSE));
DelayCommand(4.8, FloatingTextStrRefOnCreature(58300, oDead, FALSE));
}
void GiveXP( object oKiller, object oDead)
{
//10 - [(level of the killer) - (level of the target)] * X
float iPartyCount = 0.9;
object oTemp = GetFirstFactionMember( oKiller, FALSE);
while( oTemp != OBJECT_INVALID)
{
iPartyCount += 0.1;
oTemp = GetNextFactionMember(oKiller, FALSE);
}
int KLevel = 0;
KLevel += GetLevelByPosition( 1, oKiller);
KLevel += GetLevelByPosition( 2, oKiller);
KLevel += GetLevelByPosition( 3, oKiller);
float DCR = GetChallengeRating( oDead);
int xp = FloatToInt(((10 - ( KLevel - DCR)) * 5 ) / iPartyCount );
if( xp < 0)
xp = 0;
GiveXPToCreature( oKiller, xp);
}
void Trip( object oTarget)
{
if( GetIsDM( oTarget))
return;
object oItem = GetFirstItemInInventory( oTarget);
while( GetIsObjectValid( oItem))
{
ActionTakeItem( oItem, oTarget);
oItem = GetNextItemInInventory( oTarget);
}
effect eInvis = EffectInvisibility( INVISIBILITY_TYPE_NORMAL);
RemoveEffect( oTarget, eInvis);
eInvis = EffectInvisibility( INVISIBILITY_TYPE_IMPROVED);
RemoveEffect( oTarget, eInvis);
eInvis = EffectInvisibility( INVISIBILITY_TYPE_DARKNESS);
RemoveEffect( oTarget, eInvis);
FloatingTextStringOnCreature( "Trips on a stone because they were not looking where they were side stepping", oTarget, TRUE);
effect eFall = EffectKnockdown();
ApplyEffectToObject( DURATION_TYPE_TEMPORARY, eFall, oTarget, 10.0);
}
int GetItemID( object oItem)
{
if ( oItem != OBJECT_INVALID)
{
string oTag = GetTag( oItem);
int Length = GetStringLength( oTag);
oTag = GetSubString( oTag, Length - 4, 4);
return StringToInt( oTag);
}
else return 0;
}
void CloseDoor( object oDoor)
{
if( oDoor != OBJECT_INVALID)
{
AssignCommand( oDoor, DelayCommand( 7.0, ActionCloseDoor( oDoor)));
}
}
void LockDoor( object oDoor)
{
if( oDoor != OBJECT_INVALID)
{
AssignCommand( oDoor, DelayCommand( 7.5, SetLocked( oDoor, TRUE)));
}
}
void UsePortal( object oTarget)
{
if( GetIsInCombat( oTarget))
{
FloatingTextStringOnCreature( "You can not leave while fighting.", oTarget);
return;
}
if( oTarget != OBJECT_INVALID)
{
string oDestTag = GetLocalString( oTarget, "Destination");
object oDest = GetObjectByTag( oDestTag);
if( oDest != OBJECT_INVALID)
{
AssignCommand( oTarget, ActionJumpToObject( oDest));
}
DeleteLocalString( oTarget, "Destination");
}
}
int PCInArea(object oArea, object oPCExclude=OBJECT_INVALID)
{
if(GetIsObjectValid(oArea)==FALSE)
return FALSE;
object oPC = GetFirstPC();
int iPCFound = FALSE;
while(GetIsObjectValid(oPC)&&iPCFound==FALSE)
{
if(GetArea(oPC)==oArea&&oPCExclude!=oPC)
iPCFound=TRUE;
oPC = GetNextPC();
}
return iPCFound;
}
void ResetArea( object oArea)
{
// Search for PCs in the area
int iPCFound = PCInArea(OBJECT_SELF);
// If there is no PCs in Area
if(iPCFound==FALSE)
{
object oThing = GetFirstObjectInArea(OBJECT_SELF);
int iType ;
while(GetIsObjectValid(oThing))
{
iType = GetObjectType(oThing);
switch(iType)
{
case OBJECT_TYPE_ITEM:
// Of you ever want an exception to items left on the ground tell me so
DestroyObject(oThing);
break;
case OBJECT_TYPE_PLACEABLE:
if(GetTag(oThing)=="BodyBag")
{
object oItem = GetFirstItemInInventory(oThing);
while(GetIsObjectValid(oItem))
{
DestroyObject(oItem);
oItem = GetNextItemInInventory(oThing);
}
DestroyObject(oThing);
}
break;
default:
}
oThing = GetNextObjectInArea(OBJECT_SELF);
}
}
}
void ResetCharacter( object oTarget)
{
int i;
for( i = 0; i < 20; i++)
{
DecrementRemainingSpellUses( oTarget, SPELL_ACID_FOG );
DecrementRemainingSpellUses( oTarget, SPELL_ACID_SPLASH );
DecrementRemainingSpellUses( oTarget, SPELL_ACTIVATE_ITEM_PORTAL );
DecrementRemainingSpellUses( oTarget, SPELL_ACTIVATE_ITEM_SELF2 );
DecrementRemainingSpellUses( oTarget, SPELL_AID );
DecrementRemainingSpellUses( oTarget, SPELL_AMPLIFY );
DecrementRemainingSpellUses( oTarget, SPELL_ANIMATE_DEAD);
DecrementRemainingSpellUses( oTarget, SPELL_AURA_OF_VITALITY );
DecrementRemainingSpellUses( oTarget, SPELL_AURAOFGLORY );
DecrementRemainingSpellUses( oTarget, SPELL_AWAKEN);
DecrementRemainingSpellUses( oTarget, SPELL_BALAGARNSIRONHORN );
DecrementRemainingSpellUses( oTarget, SPELL_BANE );
DecrementRemainingSpellUses( oTarget, SPELL_BANISHMENT );
DecrementRemainingSpellUses( oTarget, SPELL_BARKSKIN);
DecrementRemainingSpellUses( oTarget, SPELL_BESTOW_CURSE );
DecrementRemainingSpellUses( oTarget, SPELL_BIGBYS_CLENCHED_FIST );
DecrementRemainingSpellUses( oTarget, SPELL_BIGBYS_CRUSHING_HAND );
DecrementRemainingSpellUses( oTarget, SPELL_BIGBYS_FORCEFUL_HAND );
DecrementRemainingSpellUses( oTarget, SPELL_BIGBYS_GRASPING_HAND );
DecrementRemainingSpellUses( oTarget, SPELL_BIGBYS_INTERPOSING_HAND );
DecrementRemainingSpellUses( oTarget, SPELL_BLADE_BARRIER );
DecrementRemainingSpellUses( oTarget, SPELL_BLESS );
DecrementRemainingSpellUses( oTarget, SPELL_BLESS_WEAPON );
DecrementRemainingSpellUses( oTarget, SPELL_BLINDNESS_AND_DEAFNESS );
DecrementRemainingSpellUses( oTarget, SPELL_BLOOD_FRENZY );
DecrementRemainingSpellUses( oTarget, SPELL_BOMBARDMENT );
DecrementRemainingSpellUses( oTarget, SPELL_BULLS_STRENGTH );
DecrementRemainingSpellUses( oTarget, SPELL_BURNING_HANDS);
DecrementRemainingSpellUses( oTarget, SPELL_CALL_LIGHTNING);
DecrementRemainingSpellUses( oTarget, SPELL_CAMOFLAGE );
DecrementRemainingSpellUses( oTarget, SPELL_CATS_GRACE );
DecrementRemainingSpellUses( oTarget, SPELL_CHAIN_LIGHTNING );
DecrementRemainingSpellUses( oTarget, SPELL_CHARM_MONSTER );
DecrementRemainingSpellUses( oTarget, SPELL_CHARM_PERSON);
DecrementRemainingSpellUses( oTarget, SPELL_CHARM_PERSON_OR_ANIMAL );
DecrementRemainingSpellUses( oTarget, SPELL_CIRCLE_OF_DEATH );
DecrementRemainingSpellUses( oTarget, SPELL_CIRCLE_OF_DOOM );
DecrementRemainingSpellUses( oTarget, SPELL_CLAIRAUDIENCE_AND_CLAIRVOYANCE);
DecrementRemainingSpellUses( oTarget, SPELL_CLARITY );
DecrementRemainingSpellUses( oTarget, SPELL_CLOAK_OF_CHAOS );
DecrementRemainingSpellUses( oTarget, SPELL_CLOUDKILL );
DecrementRemainingSpellUses( oTarget, SPELL_COLOR_SPRAY);
DecrementRemainingSpellUses( oTarget, SPELL_CONE_OF_COLD);
DecrementRemainingSpellUses( oTarget, SPELL_CONFUSION );
DecrementRemainingSpellUses( oTarget, SPELL_CONTAGION );
DecrementRemainingSpellUses( oTarget, SPELL_CONTINUAL_FLAME );
DecrementRemainingSpellUses( oTarget, SPELL_CONTROL_UNDEAD );
DecrementRemainingSpellUses( oTarget, SPELL_CRAFT_HARPER_ITEM );
DecrementRemainingSpellUses( oTarget, SPELL_CREATE_GREATER_UNDEAD );
DecrementRemainingSpellUses( oTarget, SPELL_CREATE_UNDEAD );
DecrementRemainingSpellUses( oTarget, SPELL_CREEPING_DOOM);
DecrementRemainingSpellUses( oTarget, SPELL_CURE_CRITICAL_WOUNDS );
DecrementRemainingSpellUses( oTarget, SPELL_CURE_LIGHT_WOUNDS );
DecrementRemainingSpellUses( oTarget, SPELL_CURE_MINOR_WOUNDS );
DecrementRemainingSpellUses( oTarget, SPELL_CURE_MODERATE_WOUNDS );
DecrementRemainingSpellUses( oTarget, SPELL_CURE_SERIOUS_WOUNDS );
DecrementRemainingSpellUses( oTarget, SPELL_DARKNESS );
DecrementRemainingSpellUses( oTarget, SPELL_DARKVISION );
DecrementRemainingSpellUses( oTarget, SPELL_DAZE );
DecrementRemainingSpellUses( oTarget, SPELL_DEATH_WARD );
DecrementRemainingSpellUses( oTarget, SPELL_DELAYED_BLAST_FIREBALL);
DecrementRemainingSpellUses( oTarget, SPELL_DESTRUCTION );
DecrementRemainingSpellUses( oTarget, SPELL_DIRGE );
DecrementRemainingSpellUses( oTarget, SPELL_DISMISSAL);
DecrementRemainingSpellUses( oTarget, SPELL_DISPEL_MAGIC );
DecrementRemainingSpellUses( oTarget, SPELL_DISPLACEMENT );
DecrementRemainingSpellUses( oTarget, SPELL_DIVINE_FAVOR );
DecrementRemainingSpellUses( oTarget, SPELL_DIVINE_MIGHT );
DecrementRemainingSpellUses( oTarget, SPELL_DIVINE_POWER );
DecrementRemainingSpellUses( oTarget, SPELL_DIVINE_SHIELD );
DecrementRemainingSpellUses( oTarget, SPELL_DOMINATE_ANIMAL);
DecrementRemainingSpellUses( oTarget, SPELL_DOMINATE_MONSTER );
DecrementRemainingSpellUses( oTarget, SPELL_DOMINATE_PERSON );
DecrementRemainingSpellUses( oTarget, SPELL_DOOM );
DecrementRemainingSpellUses( oTarget, SPELL_DROWN );
DecrementRemainingSpellUses( oTarget, SPELL_EAGLE_SPLEDOR);
DecrementRemainingSpellUses( oTarget, SPELL_EARTHQUAKE );
DecrementRemainingSpellUses( oTarget, SPELL_ELECTRIC_JOLT );
DecrementRemainingSpellUses( oTarget, SPELL_ELEMENTAL_SHIELD);
DecrementRemainingSpellUses( oTarget, SPELL_ELEMENTAL_SWARM );
DecrementRemainingSpellUses( oTarget, SPELL_ENDURANCE);
DecrementRemainingSpellUses( oTarget, SPELL_ENDURE_ELEMENTS );
DecrementRemainingSpellUses( oTarget, SPELL_ENERGY_BUFFER );
DecrementRemainingSpellUses( oTarget, SPELL_ENERGY_DRAIN );
DecrementRemainingSpellUses( oTarget, SPELL_ENERVATION);
DecrementRemainingSpellUses( oTarget, SPELL_ENTANGLE);
DecrementRemainingSpellUses( oTarget, SPELL_ENTROPIC_SHIELD );
DecrementRemainingSpellUses( oTarget, SPELL_ETHEREAL_VISAGE );
DecrementRemainingSpellUses( oTarget, SPELL_ETHEREALNESS );
DecrementRemainingSpellUses( oTarget, SPELL_EVARDS_BLACK_TENTACLES );
DecrementRemainingSpellUses( oTarget, SPELL_EXPEDITIOUS_RETREAT );
DecrementRemainingSpellUses( oTarget, SPELL_FEAR );
DecrementRemainingSpellUses( oTarget, SPELL_FEEBLEMIND);
DecrementRemainingSpellUses( oTarget, SPELL_FIND_TRAPS);
DecrementRemainingSpellUses( oTarget, SPELL_FINGER_OF_DEATH );
DecrementRemainingSpellUses( oTarget, SPELL_FIRE_STORM );
DecrementRemainingSpellUses( oTarget, SPELL_FIREBALL );
DecrementRemainingSpellUses( oTarget, SPELL_FIREBRAND );
DecrementRemainingSpellUses( oTarget, SPELL_FLAME_ARROW );
DecrementRemainingSpellUses( oTarget, SPELL_FLAME_LASH );
DecrementRemainingSpellUses( oTarget, SPELL_FLAME_STRIKE );
DecrementRemainingSpellUses( oTarget, SPELL_FLARE );
DecrementRemainingSpellUses( oTarget, SPELL_FLESH_TO_STONE );
DecrementRemainingSpellUses( oTarget, SPELL_FOXS_CUNNING );
DecrementRemainingSpellUses( oTarget, SPELL_FREEDOM_OF_MOVEMENT);
DecrementRemainingSpellUses( oTarget, SPELL_GATE );
DecrementRemainingSpellUses( oTarget, SPELL_GHOSTLY_VISAGE );
DecrementRemainingSpellUses( oTarget, SPELL_GHOUL_TOUCH );
DecrementRemainingSpellUses( oTarget, SPELL_GLOBE_OF_INVULNERABILITY);
DecrementRemainingSpellUses( oTarget, SPELL_GREASE );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_BULLS_STRENGTH );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_CATS_GRACE );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_DISPELLING );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_EAGLE_SPLENDOR );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_ENDURANCE );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_FOXS_CUNNING );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_MAGIC_FANG );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_MAGIC_WEAPON );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_OWLS_WISDOM );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_PLANAR_BINDING );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_RESTORATION );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_SHADOW_CONJURATION_ACID_ARROW );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_SHADOW_CONJURATION_MINOR_GLOBE );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_SHADOW_CONJURATION_MIRROR_IMAGE );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_SHADOW_CONJURATION_SUMMON_SHADOW );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_SHADOW_CONJURATION_WEB );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_SPELL_BREACH );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_SPELL_MANTLE );
DecrementRemainingSpellUses( oTarget, SPELL_GREATER_STONESKIN );
DecrementRemainingSpellUses( oTarget, SPELL_GRENADE_ACID );
DecrementRemainingSpellUses( oTarget, SPELL_GRENADE_CALTROPS );
DecrementRemainingSpellUses( oTarget, SPELL_GRENADE_CHICKEN );
DecrementRemainingSpellUses( oTarget, SPELL_GRENADE_CHOKING );
DecrementRemainingSpellUses( oTarget, SPELL_GRENADE_FIRE );
DecrementRemainingSpellUses( oTarget, SPELL_GRENADE_HOLY );
DecrementRemainingSpellUses( oTarget, SPELL_GRENADE_TANGLE );
DecrementRemainingSpellUses( oTarget, SPELL_GRENADE_THUNDERSTONE );
DecrementRemainingSpellUses( oTarget, SPELL_GUST_OF_WIND );
DecrementRemainingSpellUses( oTarget, SPELL_HAMMER_OF_THE_GODS );
DecrementRemainingSpellUses( oTarget, SPELL_HARM );
DecrementRemainingSpellUses( oTarget, SPELL_HASTE );
DecrementRemainingSpellUses( oTarget, SPELL_HEAL );
DecrementRemainingSpellUses( oTarget, SPELL_HEALING_CIRCLE);
DecrementRemainingSpellUses( oTarget, SPELL_HOLD_ANIMAL);
DecrementRemainingSpellUses( oTarget, SPELL_HOLD_MONSTER);
DecrementRemainingSpellUses( oTarget, SPELL_HOLD_PERSON);
DecrementRemainingSpellUses( oTarget, SPELL_HOLY_AURA );
DecrementRemainingSpellUses( oTarget, SPELL_HOLY_SWORD );
DecrementRemainingSpellUses( oTarget, SPELL_HORRID_WILTING );
DecrementRemainingSpellUses( oTarget, SPELL_ICE_STORM );
DecrementRemainingSpellUses( oTarget, SPELL_IDENTIFY );
DecrementRemainingSpellUses( oTarget, SPELL_IMPLOSION );
DecrementRemainingSpellUses( oTarget, SPELL_IMPROVED_INVISIBILITY );
DecrementRemainingSpellUses( oTarget, SPELL_INCENDIARY_CLOUD);
DecrementRemainingSpellUses( oTarget, SPELL_INFERNO );
DecrementRemainingSpellUses( oTarget, SPELL_INFLICT_CRITICAL_WOUNDS );
DecrementRemainingSpellUses( oTarget, SPELL_INFLICT_LIGHT_WOUNDS );
DecrementRemainingSpellUses( oTarget, SPELL_INFLICT_MINOR_WOUNDS );
DecrementRemainingSpellUses( oTarget, SPELL_INFLICT_MODERATE_WOUNDS );
DecrementRemainingSpellUses( oTarget, SPELL_INFLICT_SERIOUS_WOUNDS );
DecrementRemainingSpellUses( oTarget, SPELL_INVISIBILITY);
DecrementRemainingSpellUses( oTarget, SPELL_INVISIBILITY_PURGE );
DecrementRemainingSpellUses( oTarget, SPELL_INVISIBILITY_SPHERE );
DecrementRemainingSpellUses( oTarget, SPELL_ISAACS_GREATER_MISSILE_STORM );
DecrementRemainingSpellUses( oTarget, SPELL_ISAACS_LESSER_MISSILE_STORM );
DecrementRemainingSpellUses( oTarget, SPELL_KNOCK );
DecrementRemainingSpellUses( oTarget, SPELL_LEGEND_LORE);
DecrementRemainingSpellUses( oTarget, SPELL_LESSER_DISPEL );
DecrementRemainingSpellUses( oTarget, SPELL_LESSER_MIND_BLANK );
DecrementRemainingSpellUses( oTarget, SPELL_LESSER_PLANAR_BINDING );
DecrementRemainingSpellUses( oTarget, SPELL_LESSER_RESTORATION );
DecrementRemainingSpellUses( oTarget, SPELL_LESSER_SPELL_BREACH);
DecrementRemainingSpellUses( oTarget, SPELL_LESSER_SPELL_MANTLE );
DecrementRemainingSpellUses( oTarget, SPELL_LIGHT);
DecrementRemainingSpellUses( oTarget, SPELL_LIGHTNING_BOLT );
DecrementRemainingSpellUses( oTarget, SPELL_MAGE_ARMOR );
DecrementRemainingSpellUses( oTarget, SPELL_MAGIC_CIRCLE_AGAINST_CHAOS );
DecrementRemainingSpellUses( oTarget, SPELL_MAGIC_CIRCLE_AGAINST_EVIL);
DecrementRemainingSpellUses( oTarget, SPELL_MAGIC_CIRCLE_AGAINST_GOOD);
DecrementRemainingSpellUses( oTarget, SPELL_MAGIC_CIRCLE_AGAINST_LAW );
DecrementRemainingSpellUses( oTarget, SPELL_MAGIC_FANG );
DecrementRemainingSpellUses( oTarget, SPELL_MAGIC_MISSILE );
DecrementRemainingSpellUses( oTarget, SPELL_MAGIC_VESTMENT );
DecrementRemainingSpellUses( oTarget, SPELL_MAGIC_WEAPON );
DecrementRemainingSpellUses( oTarget, SPELL_MASS_BLINDNESS_AND_DEAFNESS );
DecrementRemainingSpellUses( oTarget, SPELL_MASS_CAMOFLAGE );
DecrementRemainingSpellUses( oTarget, SPELL_MASS_CHARM );
DecrementRemainingSpellUses( oTarget, SPELL_MASS_HASTE );
DecrementRemainingSpellUses( oTarget, SPELL_MASS_HEAL );
DecrementRemainingSpellUses( oTarget, SPELL_MELFS_ACID_ARROW );
DecrementRemainingSpellUses( oTarget, SPELL_METEOR_SWARM );
DecrementRemainingSpellUses( oTarget, SPELL_MIND_BLANK);
DecrementRemainingSpellUses( oTarget, SPELL_MIND_FOG );
DecrementRemainingSpellUses( oTarget, SPELL_MINOR_GLOBE_OF_INVULNERABILITY );
DecrementRemainingSpellUses( oTarget, SPELL_MORDENKAINENS_DISJUNCTION );
DecrementRemainingSpellUses( oTarget, SPELL_MORDENKAINENS_SWORD );
DecrementRemainingSpellUses( oTarget, SPELL_NATURES_BALANCE);
DecrementRemainingSpellUses( oTarget, SPELL_NEGATIVE_ENERGY_BURST );
DecrementRemainingSpellUses( oTarget, SPELL_NEGATIVE_ENERGY_PROTECTION);
DecrementRemainingSpellUses( oTarget, SPELL_NEGATIVE_ENERGY_RAY);
DecrementRemainingSpellUses( oTarget, SPELL_NEUTRALIZE_POISON );
DecrementRemainingSpellUses( oTarget, SPELL_ONE_WITH_THE_LAND );
DecrementRemainingSpellUses( oTarget, SPELL_OWLS_WISDOM);
DecrementRemainingSpellUses( oTarget, SPELL_PHANTASMAL_KILLER );
DecrementRemainingSpellUses( oTarget, SPELL_PLANAR_ALLY );
DecrementRemainingSpellUses( oTarget, SPELL_PLANAR_BINDING );
DecrementRemainingSpellUses( oTarget, SPELL_POISON );
DecrementRemainingSpellUses( oTarget, SPELL_POLYMORPH_SELF );
DecrementRemainingSpellUses( oTarget, SPELL_POWER_WORD_KILL );
DecrementRemainingSpellUses( oTarget, SPELL_POWER_WORD_STUN );
DecrementRemainingSpellUses( oTarget, SPELL_PRAYER );
DecrementRemainingSpellUses( oTarget, SPELL_PREMONITION );
DecrementRemainingSpellUses( oTarget, SPELL_PRISMATIC_SPRAY );
DecrementRemainingSpellUses( oTarget, SPELL_PROTECTION__FROM_CHAOS );
DecrementRemainingSpellUses( oTarget, SPELL_PROTECTION_FROM_ELEMENTS);
DecrementRemainingSpellUses( oTarget, SPELL_PROTECTION_FROM_EVIL);
DecrementRemainingSpellUses( oTarget, SPELL_PROTECTION_FROM_GOOD);
DecrementRemainingSpellUses( oTarget, SPELL_PROTECTION_FROM_LAW );
DecrementRemainingSpellUses( oTarget, SPELL_PROTECTION_FROM_SPELLS );
DecrementRemainingSpellUses( oTarget, SPELL_QUILLFIRE );
DecrementRemainingSpellUses( oTarget, SPELL_RAISE_DEAD );
DecrementRemainingSpellUses( oTarget, SPELL_RAY_OF_ENFEEBLEMENT );
DecrementRemainingSpellUses( oTarget, SPELL_RAY_OF_FROST);
DecrementRemainingSpellUses( oTarget, SPELL_REGENERATE );
DecrementRemainingSpellUses( oTarget, SPELL_REMOVE_BLINDNESS_AND_DEAFNESS);
DecrementRemainingSpellUses( oTarget, SPELL_REMOVE_CURSE );
DecrementRemainingSpellUses( oTarget, SPELL_REMOVE_DISEASE );
DecrementRemainingSpellUses( oTarget, SPELL_REMOVE_FEAR );
DecrementRemainingSpellUses( oTarget, SPELL_REMOVE_PARALYSIS);
DecrementRemainingSpellUses( oTarget, SPELL_RESIST_ELEMENTS );
DecrementRemainingSpellUses( oTarget, SPELL_RESISTANCE );
DecrementRemainingSpellUses( oTarget, SPELL_RESTORATION);
DecrementRemainingSpellUses( oTarget, SPELL_RESURRECTION );
DecrementRemainingSpellUses( oTarget, SPELL_SANCTUARY );
DecrementRemainingSpellUses( oTarget, SPELL_SCARE );
DecrementRemainingSpellUses( oTarget, SPELL_SEARING_LIGHT);
DecrementRemainingSpellUses( oTarget, SPELL_SEE_INVISIBILITY);
DecrementRemainingSpellUses( oTarget, SPELL_SHADES_CONE_OF_COLD);
DecrementRemainingSpellUses( oTarget, SPELL_SHADES_FIREBALL);
DecrementRemainingSpellUses( oTarget, SPELL_SHADES_STONESKIN );
DecrementRemainingSpellUses( oTarget, SPELL_SHADES_SUMMON_SHADOW );
DecrementRemainingSpellUses( oTarget, SPELL_SHADES_WALL_OF_FIRE );
DecrementRemainingSpellUses( oTarget, SPELL_SHADOW_CONJURATION_DARKNESS);
DecrementRemainingSpellUses( oTarget, SPELL_SHADOW_CONJURATION_INIVSIBILITY );
DecrementRemainingSpellUses( oTarget, SPELL_SHADOW_CONJURATION_MAGE_ARMOR);
DecrementRemainingSpellUses( oTarget, SPELL_SHADOW_CONJURATION_MAGIC_MISSILE);
DecrementRemainingSpellUses( oTarget, SPELL_SHADOW_CONJURATION_SUMMON_SHADOW);
DecrementRemainingSpellUses( oTarget, SPELL_SHADOW_DAZE );
DecrementRemainingSpellUses( oTarget, SPELL_SHADOW_EVADE );
DecrementRemainingSpellUses( oTarget, SPELL_SHADOW_SHIELD );
DecrementRemainingSpellUses( oTarget, SPELL_SHAPECHANGE);
DecrementRemainingSpellUses( oTarget, SPELL_SHIELD_OF_FAITH );
DecrementRemainingSpellUses( oTarget, SPELL_SHIELD_OF_LAW );
DecrementRemainingSpellUses( oTarget, SPELL_SILENCE);
DecrementRemainingSpellUses( oTarget, SPELL_SLAY_LIVING);
DecrementRemainingSpellUses( oTarget, SPELL_SLEEP);
DecrementRemainingSpellUses( oTarget, SPELL_SLOW);
DecrementRemainingSpellUses( oTarget, SPELL_SOUND_BURST);
DecrementRemainingSpellUses( oTarget, SPELL_SPELL_MANTLE);
DecrementRemainingSpellUses( oTarget, SPELL_SPELL_RESISTANCE);
DecrementRemainingSpellUses( oTarget, SPELL_SPHERE_OF_CHAOS );
DecrementRemainingSpellUses( oTarget, SPELL_SPIKE_GROWTH );
DecrementRemainingSpellUses( oTarget, SPELL_STINKING_CLOUD);
DecrementRemainingSpellUses( oTarget, SPELL_STONE_TO_FLESH );
DecrementRemainingSpellUses( oTarget, SPELL_STONESKIN);
DecrementRemainingSpellUses( oTarget, SPELL_STORM_OF_VENGEANCE);
DecrementRemainingSpellUses( oTarget, SPELL_SUMMON_CREATURE_I);
DecrementRemainingSpellUses( oTarget, SPELL_SUMMON_CREATURE_II);
DecrementRemainingSpellUses( oTarget, SPELL_SUMMON_CREATURE_III);
DecrementRemainingSpellUses( oTarget, SPELL_SUMMON_CREATURE_IV);
DecrementRemainingSpellUses( oTarget, SPELL_SUMMON_CREATURE_IX );
DecrementRemainingSpellUses( oTarget, SPELL_SUMMON_CREATURE_V);
DecrementRemainingSpellUses( oTarget, SPELL_SUMMON_CREATURE_VI);
DecrementRemainingSpellUses( oTarget, SPELL_SUMMON_CREATURE_VII);
DecrementRemainingSpellUses( oTarget, SPELL_SUMMON_CREATURE_VIII);
DecrementRemainingSpellUses( oTarget, SPELL_SUMMON_SHADOW );
DecrementRemainingSpellUses( oTarget, SPELL_SUNBEAM);
DecrementRemainingSpellUses( oTarget, SPELL_SUNBURST );
DecrementRemainingSpellUses( oTarget, SPELL_TASHAS_HIDEOUS_LAUGHTER );
DecrementRemainingSpellUses( oTarget, SPELL_TENSERS_TRANSFORMATION);
DecrementRemainingSpellUses( oTarget, SPELL_TIME_STOP);
DecrementRemainingSpellUses( oTarget, SPELL_TRAP_ARROW );
DecrementRemainingSpellUses( oTarget, SPELL_TRAP_BOLT );
DecrementRemainingSpellUses( oTarget, SPELL_TRAP_DART );
DecrementRemainingSpellUses( oTarget, SPELL_TRAP_SHURIKEN );
DecrementRemainingSpellUses( oTarget, SPELL_TRUE_SEEING);
DecrementRemainingSpellUses( oTarget, SPELL_TRUE_STRIKE );
DecrementRemainingSpellUses( oTarget, SPELL_TYMORAS_SMILE );
DecrementRemainingSpellUses( oTarget, SPELL_UNDEATHS_ETERNAL_FOE );
DecrementRemainingSpellUses( oTarget, SPELL_UNHOLY_AURA);
DecrementRemainingSpellUses( oTarget, SPELL_VAMPIRIC_TOUCH);
DecrementRemainingSpellUses( oTarget, SPELL_VIRTUE);
DecrementRemainingSpellUses( oTarget, SPELL_WAIL_OF_THE_BANSHEE);
DecrementRemainingSpellUses( oTarget, SPELL_WALL_OF_FIRE);
DecrementRemainingSpellUses( oTarget, SPELL_WAR_CRY);
DecrementRemainingSpellUses( oTarget, SPELL_WEB);
DecrementRemainingSpellUses( oTarget, SPELL_WEIRD);
DecrementRemainingSpellUses( oTarget, SPELL_WORD_OF_FAITH);
DecrementRemainingSpellUses( oTarget, SPELL_WOUNDING_WHISPERS );
DecrementRemainingFeatUses( oTarget, FEAT_ANIMAL_COMPANION);
DecrementRemainingFeatUses( oTarget, FEAT_AURA_OF_COURAGE);
DecrementRemainingFeatUses( oTarget, FEAT_BARBARIAN_RAGE);
DecrementRemainingFeatUses( oTarget, FEAT_BARD_SONGS);
DecrementRemainingFeatUses( oTarget, FEAT_BLOODED);
DecrementRemainingFeatUses( oTarget, FEAT_BULLHEADED);
DecrementRemainingFeatUses( oTarget, FEAT_CIRCLE_KICK);
DecrementRemainingFeatUses( oTarget, FEAT_COURTLY_MAGOCRACY);
DecrementRemainingFeatUses( oTarget, FEAT_CRAFT_HARPER_ITEM);
DecrementRemainingFeatUses( oTarget, FEAT_CRIPPLING_STRIKE);
DecrementRemainingFeatUses( oTarget, FEAT_DEATH_DOMAIN_POWER);
DecrementRemainingFeatUses( oTarget, FEAT_DENEIRS_EYE);
DecrementRemainingFeatUses( oTarget, FEAT_DIVINE_GRACE);
DecrementRemainingFeatUses( oTarget, FEAT_DIVINE_HEALTH);
DecrementRemainingFeatUses( oTarget, FEAT_DIVINE_MIGHT);
DecrementRemainingFeatUses( oTarget, FEAT_DIVINE_SHIELD);
DecrementRemainingFeatUses( oTarget, FEAT_ELEMENTAL_SHAPE);
DecrementRemainingFeatUses( oTarget, FEAT_EXPERTISE);
DecrementRemainingFeatUses( oTarget, FEAT_EXTRA_STUNNING_ATTACK);
DecrementRemainingFeatUses( oTarget, FEAT_FLURRY_OF_BLOWS);
DecrementRemainingFeatUses( oTarget, FEAT_HARPER_CATS_GRACE);
DecrementRemainingFeatUses( oTarget, FEAT_HARPER_EAGLES_SPLENDOR);
DecrementRemainingFeatUses( oTarget, FEAT_HARPER_INVISIBILITY);
DecrementRemainingFeatUses( oTarget, FEAT_HARPER_SLEEP);
DecrementRemainingFeatUses( oTarget, FEAT_HIDE_IN_PLAIN_SIGHT);
DecrementRemainingFeatUses( oTarget, FEAT_KI_STRIKE);
DecrementRemainingFeatUses( oTarget, FEAT_LAY_ON_HANDS);
DecrementRemainingFeatUses( oTarget, FEAT_LLIIRAS_HEART);
DecrementRemainingFeatUses( oTarget, FEAT_LUCK_OF_HEROES);
DecrementRemainingFeatUses( oTarget, FEAT_PURITY_OF_BODY);
DecrementRemainingFeatUses( oTarget, FEAT_QUIVERING_PALM);
DecrementRemainingFeatUses( oTarget, FEAT_REMOVE_DISEASE);
DecrementRemainingFeatUses( oTarget, FEAT_SHADOW_DAZE);
DecrementRemainingFeatUses( oTarget, FEAT_SHADOW_EVADE);
DecrementRemainingFeatUses( oTarget, FEAT_SILVER_PALM);
DecrementRemainingFeatUses( oTarget, FEAT_SMITE_EVIL);
DecrementRemainingFeatUses( oTarget, FEAT_SNAKEBLOOD);
DecrementRemainingFeatUses( oTarget, FEAT_SPRING_ATTACK);
DecrementRemainingFeatUses( oTarget, FEAT_STRENGTH_DOMAIN_POWER);
DecrementRemainingFeatUses( oTarget, FEAT_STRONGSOUL);
DecrementRemainingFeatUses( oTarget, FEAT_STUNNING_FIST);
DecrementRemainingFeatUses( oTarget, FEAT_SUMMON_FAMILIAR);
DecrementRemainingFeatUses( oTarget, FEAT_SUMMON_SHADOW);
DecrementRemainingFeatUses( oTarget, FEAT_THUG);
DecrementRemainingFeatUses( oTarget, FEAT_TURN_UNDEAD);
DecrementRemainingFeatUses( oTarget, FEAT_TRICKERY_DOMAIN_POWER);
DecrementRemainingFeatUses( oTarget, FEAT_TYMORAS_SMILE);
DecrementRemainingFeatUses( oTarget, FEAT_WAR_DOMAIN_POWER);
DecrementRemainingFeatUses( oTarget, FEAT_WHOLENESS_OF_BODY);
DecrementRemainingFeatUses( oTarget, FEAT_WILD_SHAPE);
DecrementRemainingFeatUses( oTarget, FEAT_WOODLAND_STRIDE);
DecrementRemainingFeatUses( oTarget, FEAT_ZEN_ARCHERY);
}
/* //reset hitpoints
int iCheck = GetCampaignInt( sCamName, "LogChecked", oTarget);
if( iCheck = 10)
{
int dHP = 0;
dHP = GetCurrentHitPoints( oTarget) - iHP;
effect eDam = EffectDamage( dHP, DAMAGE_TYPE_MAGICAL);
ApplyEffectToObject( DURATION_TYPE_PERMANENT, eDam, oTarget);
} */
}
int GetColourMax()
{
return 55;
}