Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
		
			
				
	
	
		
			200 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			200 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*:://////////////////////////////////////////////
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//:: Spell Name Hypnotic Pattern
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//:: Spell FileName PHS_S_HypnoticP
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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    Illusion (Pattern) [Mind-Affecting]
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    Level: Brd 2, Sor/Wiz 2
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    Components: V (Brd only), S, M; see text
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    Casting Time: 1 standard action
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    Range: Medium (20M)
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    Effect: Colorful lights in a 3.33-M.-radius spread
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    Duration: Concentration + 2 rounds
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    Saving Throw: Will negates
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    Spell Resistance: Yes
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    A twisting pattern of subtle, shifting colors weaves through the air,
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    fascinating creatures within it. Roll 2d4 and add your caster level (maximum
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    10) to determine the total number of Hit Dice of creatures affected.
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    Creatures with the fewest HD are affected first; and, among creatures with
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    equal HD, those who are closest to the spell’s point of origin are affected
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    first. Hit Dice that are not sufficient to affect a creature are wasted.
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    Affected creatures become fascinated by the pattern of colors and are
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    stunned. Sightless creatures are not affected.
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    You need to concentrate while carrying out this spell, else it will only last
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    2 rounds. This will be done automatically, however, of course, any canclation
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    of the concentration will mean the spells duration will end after 2 additional
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    rounds.
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    A wizard or sorcerer need not utter a sound to cast this spell, but a bard
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    must sing, play music, or recite a rhyme as a verbal component, and so cannot
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    be silenced.
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    Material Component: A glowing stick of incense or a crystal rod filled with
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    phosphorescent material.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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    This is done as so:
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    - Creates an AOE after applying the effects. The application is for
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      ever, the AOE will remove the effects.
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    - Uses EffectStun() (after facing), and check immunity to mind spells.
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    - Will only affect those in the AOE.
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    - Will call a new "hypnotic pattern" spell. If they have a local set to 7
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      seconds, and am targeting the same location, it will carry on with the
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      AOE effects.
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    AOE checks the integer which is needed on the caster, and that they are not
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    dead or invalid.
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    This now uses the same things as Calm Emotions will.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_CONCENTR"
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void main()
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{
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    // If we are concentrating, and cast at the same spot, we set the integer
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    // for the hypnotic pattern up by one.
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    object oCaster = OBJECT_SELF;
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    location lTarget = GetSpellTargetLocation();
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    // Check the function
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    if(PHS_ConcentatingContinueCheck(PHS_SPELL_HYPNOTIC_PATTERN, lTarget, PHS_AOE_TAG_PER_HYPNOTIC_PATTERN, 18.0, oCaster)) return;
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    // Else, new spell!
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    // Spell Hook Check.
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    if(!PHS_SpellHookCheck(PHS_SPELL_HYPNOTIC_PATTERN)) return;
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    // Declare major variables
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    object oTarget;
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    int nCasterLevel = PHS_GetCasterLevel();
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    int nSpellSaveDC = PHS_GetSpellSaveDC();
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    int nMetaMagic = PHS_GetMetaMagicFeat();
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    float fDelay, fDistance;
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    int bContinueLoop, nCurrentHD, nLow;
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    object oLowest;
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    string sSpellLocal = "PHS_SPELL_HYPN_PATT" + ObjectToString(OBJECT_SELF);
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    // We set the "Concentration" thing to 18 seconds
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    // This also returns the array we set people affected to, and does the new
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    // action.
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    string sArrayLocal = PHS_ConcentatingStart(PHS_SPELL_HYPNOTIC_PATTERN, nCasterLevel, lTarget, PHS_AOE_PER_HYPNOTIC_PATTERN, 18.0, oCaster);
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    int nArrayCount;
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    // Limit caster bonus to +10
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    int nBonus = PHS_LimitInteger(nCasterLevel, 10);
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    // 2d4 + Caster level of HD creatures affected
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    int nHD = PHS_MaximizeOrEmpower(4, 2, nMetaMagic, nBonus);
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    // Note on duration: We apply it permamently, however, it will definatly
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    // be removed by the AOE.
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    // Declare Effects
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    effect eVis = EffectVisualEffect(VFX_IMP_STUN);
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    effect eStun = EffectStunned();
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    effect eStunDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
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    effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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    // Link effects
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    effect eLink = EffectLinkEffects(eStun, eStunDur);
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    eLink = EffectLinkEffects(eLink, eCessate);
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    // Get the first target in the spell area
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    oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 3.33, lTarget, TRUE);
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    // If no valid targets exists ignore the loop
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    if(GetIsObjectValid(oTarget))
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    {
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        bContinueLoop = TRUE;
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    }
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    // The above checks to see if there is at least one valid target.
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    while((nHD > 0) && (bContinueLoop))
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    {
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        nLow = 99;
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        bContinueLoop = FALSE;
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        //Get the first creature in the spell area
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        oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 3.33, lTarget, TRUE);
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        while(GetIsObjectValid(oTarget))
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        {
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            // Already affected check
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            if(!GetLocalInt(oTarget, sSpellLocal))
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            {
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                // Make faction check to ignore allies
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                if(!GetIsReactionTypeFriendly(oTarget) &&
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                // Make sure they are not immune to spells
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                   !PHS_TotalSpellImmunity(oTarget) &&
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                // Must be able to see
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                    PHS_GetCanSee(oTarget))
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                {
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                    //Get the current HD of the target creature
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                    nCurrentHD = GetHitDice(oTarget);
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                    // Check to see if the HD are lower than the current Lowest HD stored and that the
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                    // HD of the monster are lower than the number of HD left to use up.
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                    if(nCurrentHD <= nHD && ((nCurrentHD < nLow) ||
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                      (nCurrentHD <= nLow &&
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                       GetDistanceBetweenLocations(lTarget, GetLocation(oTarget)) <= fDistance)))
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                    {
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                        nLow = nCurrentHD;
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                        fDistance = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget));
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                        oLowest = oTarget;
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                        bContinueLoop = TRUE;
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                    }
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                }
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                else
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                {
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                    // Immune to it in some way, ignore on next pass
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                    SetLocalInt(oTarget, sSpellLocal, TRUE);
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                    DelayCommand(0.1, DeleteLocalInt(oTarget, sSpellLocal));
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                }
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            }
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            //Get the next target in the shape
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            oTarget = GetNextObjectInShape(SHAPE_SPHERE, 3.33, lTarget, TRUE);
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        }
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        // Check to see if oLowest returned a valid object
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        if(GetIsObjectValid(oLowest))
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        {
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            // Fire cast spell at event for the specified target
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            PHS_SignalSpellCastAt(oLowest, PHS_SPELL_HYPNOTIC_PATTERN);
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            // Set a local int to make sure the creature is not used twice in the
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            // pass.  Destroy that variable in 0.1 seconds to remove it from
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            // the creature
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            SetLocalInt(oLowest, sSpellLocal, TRUE);
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            DelayCommand(0.1, DeleteLocalInt(oLowest, sSpellLocal));
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            // Delay based on range
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            fDelay = fDistance/20;
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            // Make SR check
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            if(!PHS_SpellResistanceCheck(oCaster, oLowest, fDelay) &&
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               !PHS_ImmunityCheck(oLowest, IMMUNITY_TYPE_STUN, fDelay) &&
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               !PHS_ImmunityCheck(oLowest, IMMUNITY_TYPE_MIND_SPELLS, fDelay))
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            {
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                // Will saving throw
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                if(!PHS_SavingThrow(SAVING_THROW_WILL, oLowest, nSpellSaveDC, SAVING_THROW_TYPE_MIND_SPELLS, oCaster, fDelay))
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                {
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                    // Add to the array
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                    nArrayCount++;
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                    SetLocalObject(oCaster, sArrayLocal + IntToString(nArrayCount), oLowest);
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                    // Apply effects
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                    PHS_ApplyPermanentAndVFX(oLowest, eVis, eLink);
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                }
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            }
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        }
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        // Remove the HD of the creature from the total
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        nHD = nHD - GetHitDice(oLowest);
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        oLowest = OBJECT_INVALID;
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    }
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    // Set the max people in the array
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    SetLocalInt(oCaster, sArrayLocal, nArrayCount);
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}
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