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>
265 lines
10 KiB
Plaintext
265 lines
10 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name ra_ai_ondeath
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//:: Copyright (c) 2022 Project RATDOG
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//:://////////////////////////////////////////////
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/*
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NPC OnDeath event script caller to run
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CODI AI & PRC events.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Jaysyn
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//:: Created On: 20221201
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//:://////////////////////////////////////////////
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void main()
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{
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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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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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//:: 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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//:: Execute Default NPC OnDeath script
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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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//:: Execute PRC PW OnDeath script
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ExecuteScript("prc_pwondeath", OBJECT_SELF);
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}
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