Level One rework
Revamped Level One: North & Level One: Central to be as close to PnP as possible. Added Level One: Latrene 3 area. Added efreeti appearance from CEP3. Revamped efreeti bottle to be like PnP (no wishes, yet)
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45
_module/nss/dungmon_onhb.nss
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45
_module/nss/dungmon_onhb.nss
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//::///////////////////////////////////////////////
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//:: Name x2_def_heartbeat
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Gelatinous Cube Heartbeat
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Georg Zoeller
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//:: Created On: Sept 16/03
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//:://////////////////////////////////////////////
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#include "x0_i0_spells"
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#include "x2_i0_spells"
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void main()
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{
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// execute default AI
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ExecuteScript("nw_c2_default1", OBJECT_SELF);
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// Cube additions
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// * Only on the first heartbeat, destroy the creature's personal space
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if (!GetLocalInt(OBJECT_SELF,"X2_L_GCUBE_SETUP"))
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{
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effect eGhost = EffectCutsceneGhost();
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eGhost = SupernaturalEffect(eGhost);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT,eGhost,OBJECT_SELF);
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SetLocalInt(OBJECT_SELF,"X2_L_GCUBE_SETUP",TRUE) ;
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}
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object oVictim = GetFirstObjectInShape(SHAPE_CUBE,4.0f,GetLocation(OBJECT_SELF),TRUE, OBJECT_TYPE_CREATURE);
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while (GetIsObjectValid(oVictim))
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{
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if (spellsIsTarget(oVictim,SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF) && oVictim != OBJECT_SELF)
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{
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EngulfAndDamage(oVictim,OBJECT_SELF);
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}
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oVictim = GetNextObjectInShape(SHAPE_CUBE,4.0f,GetLocation(OBJECT_SELF),TRUE, OBJECT_TYPE_CREATURE);
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}
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}
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