Removed JAI
Removed JAI, added CODI AI. Fixed encounters & NPCs in Forest of Hope Central. Fixed Outcast store not opening. Added Druid Grove & associated NPCS.
This commit is contained in:
@@ -18,14 +18,224 @@ void main()
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object oNPC = OBJECT_SELF;
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object oPC = GetLastKiller();
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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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if ((GetResRef(oNPC) == "ra_bandit001") ||
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(GetResRef(oNPC) == "ra_brigand001") ||
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(GetResRef(oNPC) == "ra_brigand002"))
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{
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object oArmor = GetItemInSlot(INVENTORY_SLOT_CHEST, oNPC);
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object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oNPC);
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object oShield = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oNPC);
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// Give a 3% chance to drop armor &/or equipped weapon
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int bDroppableA = d100() > 97;
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int bDroppableW = d100() > 97;
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int bDroppableS = d100() > 97;
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SetDroppableFlag(oArmor, bDroppableA);
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SetDroppableFlag(oWeapon, bDroppableW);
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SetDroppableFlag(oWeapon, bDroppableS);
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}*/
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int nVFX = GetLocalInt(OBJECT_SELF,"SpawnVFX");
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if(nVFX)
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{
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ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectVisualEffect(nVFX)),OBJECT_SELF);
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}
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int nFirey = GetLocalInt(OBJECT_SELF,"FIREY");
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if (nFirey)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_INFERNO_NO_SOUND);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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int nShadowy = GetLocalInt(OBJECT_SELF,"SHADOWY");
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if (nShadowy)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_PROT_SHADOW_ARMOR);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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int nStony = GetLocalInt(OBJECT_SELF,"STONY");
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if (nStony)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_PROT_STONESKIN);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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int nWoody = GetLocalInt(OBJECT_SELF,"WOODY");
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if (nWoody)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_PROT_BARKSKIN);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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int nIcy = GetLocalInt(OBJECT_SELF,"ICY");
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if (nIcy)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_ICESKIN);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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int nConcealed20 = GetLocalInt(OBJECT_SELF,"CONCEALED20");
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if (nConcealed20)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_BLUR );
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effect eConceal = EffectConcealment(20, 0);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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int nConcealed50 = GetLocalInt(OBJECT_SELF,"CONCEALED50");
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if (nConcealed50)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_BLUR );
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effect eConceal = EffectConcealment(50, 0);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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int nGlow = GetLocalInt (OBJECT_SELF,"GLOW_COLOR");
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if (nGlow == 1)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_GLOW_BLUE);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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else if (nGlow == 2)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_GLOW_BROWN);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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else if (nGlow == 3)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_GLOW_GREEN);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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else if (nGlow == 4)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_GLOW_GREY);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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else if (nGlow == 5)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_BLUE);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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else if (nGlow == 6)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_BROWN);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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else if (nGlow == 7)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_GREEN);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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else if (nGlow == 8)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_ORANGE);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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else if (nGlow == 9)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_PURPLE);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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else if (nGlow == 10)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_RED);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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else if (nGlow == 11)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_YELLOW);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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else if (nGlow == 12)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_GLOW_ORANGE);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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else if (nGlow == 13)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_GLOW_PURPLE);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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else if (nGlow == 14)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_GLOW_RED);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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else if (nGlow == 15)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_GLOW_WHITE);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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else if (nGlow == 16)
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{
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effect eVis = EffectVisualEffect(VFX_DUR_GLOW_YELLOW);
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eVis = SupernaturalEffect(eVis);
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eVis = ExtraordinaryEffect(eVis);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
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}
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//:: Track which PC's have seen Ostland dead
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SQL_SetLocalIntOnAll(oPC, "bKilledOstland", 1);
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//:: Set quest stage & update DB.
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AddPersistentJournalQuestEntry("DishonestPatrol", 1, oPC);
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//:: Execute CODI AI NPC OnDeath script
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ExecuteScript("no_ai_dth", OBJECT_SELF);
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//:: Execute Default NPC OnDeath script
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ExecuteScript("nw_c2_default7", OBJECT_SELF);
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//ExecuteScript("nw_c2_default7", OBJECT_SELF);
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//:: Execute PRC NPC OnDeath script
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ExecuteScript("prc_npc_death", OBJECT_SELF);
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