Added updated ProjectQ troll chief model
Added updated ProjectQ troll chief model. Created encounter table for Great Northern Desert. Created or imported several pnp creature UTCs: vampire spawn, spectre, mohrg, basilisk, monstrous scorpions, air & earth elementals, ankhegs. Created pnp attacks for vampire & spectre. Full compile. Co-Authored-By: Draygoth <65428430+Draygoth@users.noreply.github.com>
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@@ -13,7 +13,9 @@
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void main()
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{
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object oNPC = OBJECT_SELF;
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object oNPC = OBJECT_SELF;
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string sResRef = GetResRef(oNPC);
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// Makes sure armor's droppable flag is set to 0
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/* SetDroppableFlag(GetItemInSlot(INVENTORY_SLOT_CHEST, OBJECT_SELF), 0);
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@@ -222,6 +224,32 @@ int nVFX = GetLocalInt(OBJECT_SELF,"SpawnVFX");
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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//:: Vampire's Gaseous Form onDeath
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if(sResRef == "ra_vampspawn01" || sResRef == "ra_vampspawn02")
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{
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effect eVFX;
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object oSpawn;
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location lSelf = GetLocation(OBJECT_SELF);
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//:: Apply some visual effects & unload the model.
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eVFX = EffectVisualEffect(VFX_COM_UNLOAD_MODEL);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oNPC);
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eVFX = EffectVisualEffect(VFX_COM_BLOOD_CRT_RED);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oNPC);
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eVFX = EffectVisualEffect(491);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oNPC);
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eVFX = EffectVisualEffect(VFX_COM_CHUNK_RED_SMALL);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oNPC);
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eVFX = EffectVisualEffect(VFX_FNF_SMOKE_PUFF);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oNPC);
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//:: Spawn Gaseous Form.
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eVFX = EffectVisualEffect(133);
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "ra_vamp_gas_form", GetLocation(oNPC));
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DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn));;
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}
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//:: Execute CODI AI NPC OnDeath script
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ExecuteScript("no_ai_dth", OBJECT_SELF);
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