Improved Trip / Disarm should be Champion of Corellon bonus feats. Crinti Shadow Marauders don't get weapon proficiencies. Epic Dragon Shaman is 21st level. JPM was missing epic arcane bonus feats. Karsites & Silverbrows can enter Crinti Shadow Maarauder. Drunken Rage can allow entry into Frostrager. Knight of the Sacred Seal was missing FEATOR prereq for Weapon Focus: Shortsword. Two-Weapon Defense is a general feat. Tweaked Echoblade enchantment cost. Added base class equpiment packages more inline with PnP & the actual package descriptions (@Cypher). Added a modified packages.2da to support the above. Updated Dynamic Conversation tokens as to greatly lessen the chance of conflicting with module dialogues. Added weapon proficiencies to FeatToIprop(). Added pnp essentia scaling support for meldshaper levels over 40. Added GetProficiencyFeatOfWeaponType(). Added GetHasSwashbucklerWeapon(). Added GetHasCorellonWeapon(). Fixed spelling for IP_CONST_FEAT_WEAPON_PROFICIENCY_NUNCHAKU. Fixed PsyRogue's Enhanced Sneak Attack scaling. Eldrtich Doom shouldn't target non-hostiles. Fixed Hellfire Warlock fire resistance to work with other sources of fire resistance. Fixed text feedback for Island in Time. Added some DEBUG for Shadow Blade. prc_2da_cache creature should no longer be accidently targetable, causing faction issues. Added a PnP cat creature, for the hell of it. Tibitz is Dragon Magizine, unfortunately. Updated text tokens for Astral Construct convos. Updated text tokens for soulknife's mindblade convos. If you save vs certain fear effects, they fail to work on you for 24 hours, from that source. (Form of Doom, Dragon Fear) Fixed Prismatic Sphere VFX bug (@Syrophir) Fixed Banishment bug on all Prismatic spells. Bralani Eldarin were missing Low-Light Vision. Fixed Lips of Rapture bug. Prelimiary work to making Favoured Soul's Deity's Weapon closer to PnP. Fixed Firey Burst bug. I think. Updated notes. Updated PRC8 Manual.
235 lines
10 KiB
Plaintext
235 lines
10 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Prismatic Wall On Enter
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//:: FileName sp_prism_wallA.nss
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//:://////////////////////////////////////////////
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/**@file Prismatic Wall
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Abjuration
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Level: Sor/Wiz 8
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Components: V, S
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Casting Time: 1 standard action
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Range: Close (25 ft. + 5 ft./2 levels)
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Effect: Wall 4 ft./level wide, 2 ft./level high
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Duration: 10 min./level (D)
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Saving Throw: See text
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Spell Resistance: See text
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Prismatic wall creates a vertical, opaque wall; a
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shimmering, multicolored plane of light that
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protects you from all forms of attack. The wall
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flashes with seven colors, each of which has a
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distinct power and purpose. The wall is immobile,
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and you can pass through and remain near the wall
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without harm. However, any other creature with
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less than 8 HD that is within 20 feet of the wall
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is blinded for 2d4 rounds by the colors if it
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looks at the wall.
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The wall<6C>s maximum proportions are 4 feet wide per
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caster level and 2 feet high per caster level. A
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prismatic wall spell cast to materialize in a
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space occupied by a creature is disrupted, and
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the spell is wasted.
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Each color in the wall has a special effect. The
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accompanying table shows the seven colors of the
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wall, the order in which they appear, their
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effects on creatures trying to attack you or pass
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through the wall, and the magic needed to negate
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each color.
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The wall can be destroyed, color by color, in
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consecutive order, by various magical effects;
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however, the first color must be brought down
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before the second can be affected, and so on.
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A rod of cancellation or a mage<67>s disjunction
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spell destroys a prismatic wall, but an
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antimagic field fails to penetrate it. Dispel
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magic and greater dispel magic cannot dispel
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the wall or anything beyond it. Spell resistance
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is effective against a prismatic wall, but the
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caster level check must be repeated for each
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color present.
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Color Order Effect of Color
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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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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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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget, 6.0);
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// allows pathfinding through the target
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneGhost(), oTarget, 6.0);
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// paralyzes the target, ignores immunity
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ApplyEffectToObject(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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ApplyEffectToObject(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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