Eldritch Disciple should have Verminlord as an epic bonus feat. Only spellcasters can use Craft (Alchemy). Added Great Charisma and removed Great Wisdom as Force Missile Mage epic bonus feats. Frenzied Berserker was missing Great STR 10 as an epic bonus feat. Oozemaster had several epic bonus feats only grantable at 10th lvl. Pyromancer's Great Charisma bonus feats were pointing at wrong or non-existent feats. Corrected Frenzied Berserker's skill list. Corrected Legendary Dreadnought's skill list. Added placeholders for Combat Form feats. Added Combat Forms masterfeats. Fixed ASF issue with Eldritch Sculptor's 2nd blast. Gated debug in CheckIfDeleveled(). Updated AddRacialRestrictions() for latest races. Vow of Poverty & Forsaker work better together at level up. Maybe fixed the mass ability buffs not hitting all targets issue. Needs mulitplayer testing. Updated some creature abilities to use PRC functions.
219 lines
10 KiB
Plaintext
219 lines
10 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Prismatic Sphere on enter
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//:: FileName sp_prismt_sphrA.nss
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//:://////////////////////////////////////////////
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/**@file Prismatic Sphere
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Abjuration
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Level: Protection 9, Sor/Wiz 9, Sun 9
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Components: V
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Range: 10 ft.
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Effect: 10-ft.-radius sphere centered on you
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This spell functions like prismatic wall, except you
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conjure up an immobile, opaque globe of shimmering,
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multicolored light that surrounds you and protects
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you from all forms of attack. The sphere flashes in
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all colors of the visible spectrum.
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The sphere’s blindness effect on creatures with less
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than 8 HD lasts 2d4x10 minutes.
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You can pass into and out of the prismatic sphere and
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remain near it without harm. However, when you’re
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inside it, the sphere blocks any attempt to project
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something through the sphere (including spells). Other
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creatures that attempt to attack you or pass through
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suffer the effects of each color, one at a time.
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Typically, only the upper hemisphere of the globe will
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exist, since you are at the center of the sphere, so
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the lower half is usually excluded by the floor surface
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you are standing on.
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The colors of the sphere have the same effects as the
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colors of a prismatic wall.
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Red 1st Deals 20 points of fire damage (Reflex half).
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Orange 2nd Deals 40 points of acid damage (Reflex half).
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Yellow 3rd Deals 80 points of electricity damage (Reflex half).
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Green 4th Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).
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Blue 5th Turned to stone (Fortitude negates).
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Indigo 6th Will save or become insane (as insanity spell).
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Violet 7th Creatures sent to another plane (Will negates).
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Author: Tenjac
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Created: 7/6/07
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
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{
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object oPC = GetAreaOfEffectCreator();
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object oTarget = GetEnteringObject();
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int nDC = PRCGetSaveDC(oTarget, oPC);
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int nCasterLvl = PRCGetCasterLevel(oPC);
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int nDam;
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int nPenetr = nCasterLvl + SPGetPenetr();
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//Passing into the wall
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SetLocalInt(oTarget, "PRC_INSIDE_PRISMATIC_SPHERE", 1);
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if(!GetIsReactionTypeFriendly(oTarget, oPC) && (oTarget != oPC))
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{
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//Red
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if(!PRCDoResistSpell(oPC, oTarget,nPenetr))
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{
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nDam = 20;
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if(PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_FIRE))
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{
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nDam = 10;
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}
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ApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_FIRE), oTarget);
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}
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//Orange
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if(!PRCDoResistSpell(oPC, oTarget, nPenetr))
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{
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nDam = 40;
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if(PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_ACID))
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{
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nDam = 20;
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}
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ApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_ACID), oTarget);
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}
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//Yellow
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if(!PRCDoResistSpell(oPC, oTarget, nPenetr))
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{
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nDam = 80;
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if(PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_ELECTRICITY))
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{
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nDam = 40;
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}
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ApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_ELECTRICAL), oTarget);
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}
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//Green
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if (PRCGetIsAliveCreature(oTarget) && (GetIsImmune(oTarget, IMMUNITY_TYPE_POISON) == FALSE))
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{
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if(!PRCDoResistSpell(oPC, oTarget, nPenetr))
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{
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_POISON))
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{
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DeathlessFrenzyCheck(oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
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}
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else ApplyAbilityDamage(oTarget, ABILITY_CONSTITUTION, d6(1), DURATION_TYPE_TEMPORARY, TRUE, -1.0);
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}
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}
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//Blue
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if(!PRCDoResistSpell(oPC, oTarget, nPenetr)) PRCDoPetrification(nCasterLvl, oPC, oTarget, SPELL_PRISMATIC_RAY, nDC);
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//Indigo
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if(!PRCDoResistSpell(oPC, oTarget, nPenetr))
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{
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
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{
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effect eVis = EffectVisualEffect(VFX_IMP_CONFUSION_S);
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effect eConfuse = PRCEffectConfused();
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = EffectLinkEffects(eMind, eConfuse);
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eLink = EffectLinkEffects(eLink, eDur);
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eLink = SupernaturalEffect(eLink);
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget, 0.0, TRUE, SPELL_PRISMATIC_SPHERE, nCasterLvl);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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//Violet
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if(!PRCDoResistSpell(oPC, oTarget, nPenetr))
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{
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
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{
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// makes the target invisible
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget, 6.0);
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// allows pathfinding through the target
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneGhost(), oTarget, 6.0);
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// paralyzes the target, ignores immunity
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneParalyze(), oTarget, 6.0);
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// save the target location for later visual effect
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location lLoc = GetLocation(oTarget);
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// separate player targets from NPCs
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if(GetIsPC(oTarget))
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{
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int nMessageRoll = d6(1);
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int nTalk;
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switch(nMessageRoll)
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{
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case 1:
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{
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nTalk = 1729332;
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break;
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}
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case 2:
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{
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nTalk = 1729333;
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break;
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}
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case 3:
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{
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nTalk = 1729334;
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break;
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}
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case 4:
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{
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nTalk = 1729335;
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break;
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}
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case 5:
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{
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nTalk = 1729336;
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break;
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}
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case 6:
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{
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nTalk = 1729337;
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break;
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}
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}
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//Death Popup
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// allow respawn, but not wait for help since sent away
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// also if not letting respawn and cannot reload, the player cannot continue via GUI
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DelayCommand(2.75, PopUpDeathGUIPanel(oTarget, TRUE , FALSE, nTalk));
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DelayCommand(2.75, ExecuteScript("prc_ondeath", oTarget));
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}
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else
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{
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// Target is not a player
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// To simplify against NPCs and also reward xp, applies same death as Green color
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DeathlessFrenzyCheck(oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
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}
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// a visual effect for banishment
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), lLoc);
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}
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}
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}
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}
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