Initial commit. Updated release archive.
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36
_module/nss/yj_devil_sp.nss
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36
_module/nss/yj_devil_sp.nss
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//:://////////////////////////////////////////////////
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//:: CUSTOM OnSpawn handler.
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//#include "x0_i0_anims"
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void main()
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{
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//SetSpawnInCondition(NW_FLAG_DEATH_EVENT);
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//ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectCutsceneGhost(), OBJECT_SELF);
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effect eVis = EffectVisualEffect(471);
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//ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF);
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// spawn a weapon
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int nRand = d20();
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string sBP;
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if(nRand <= 5)
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sBP = "NW_WPLSC001";
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else if(nRand <= 12)
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sBP = "NW_WPLHB001";
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else if(nRand <= 19)
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sBP = "NW_WSWBS001";
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else
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sBP = "NW_WBWMLN010";
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object oWeapon = CreateItemOnObject(sBP);
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SetDroppableFlag(oWeapon, FALSE);
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ActionEquipItem(oWeapon, INVENTORY_SLOT_RIGHTHAND);
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// ***** ADD ANY CUSTOM ON-SPAWN CODE HERE ***** //
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// Adjust base attack bonsu
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// Current BAB is: 10 (barbarian 10) + 4 (str)
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effect eBonus = EffectAttackIncrease(14);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBonus, OBJECT_SELF);
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}
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