//on use for the elite rogues sword, low low duration of escapes mainly #include "NW_I0_GENERIC" //#include "X0_I0_SPELLS" #include "x2_inc_spellhook" #include "prc_class_const" void main() { object oPlayer = GetItemActivator(); int nSpeedEscape = 5; int iRogue = GetLevelByClass(CLASS_TYPE_ROGUE, oPlayer) + GetLevelByClass(CLASS_TYPE_SCOUT, oPlayer) + GetLevelByClass(CLASS_TYPE_NINJA, oPlayer) + GetLevelByClass(CLASS_TYPE_FACTOTUM, oPlayer) + GetLevelByClass(CLASS_TYPE_PSYCHIC_ROGUE, oPlayer); if((iRogue >= 30) || GetLevelByClass(CLASS_TYPE_ASSASSIN, oPlayer) >= 30 || GetLevelByClass(CLASS_TYPE_RANGER, oPlayer) >= 35 || GetLevelByClass(CLASS_TYPE_SHADOWDANCER, oPlayer) >= 30) { effect eVis = EffectVisualEffect(VFX_DUR_INVISIBILITY); effect eVis1 = EffectVisualEffect(VFX_DUR_ELEMENTAL_SHIELD); effect eVis2 = EffectVisualEffect(VFX_IMP_TORNADO); effect eVis3 = EffectVisualEffect(VFX_DUR_SMOKE); effect eVis4 = EffectVisualEffect(VFX_FNF_SMOKE_PUFF); effect eVis5 = EffectVisualEffect(VFX_IMP_HASTE); effect eBuffVis = EffectInvisibility(EFFECT_TYPE_INVISIBILITY); effect eBuffVis1 = EffectDamageShield(60, DAMAGE_BONUS_2d12, DAMAGE_TYPE_MAGICAL); effect eBuffVis2 = EffectMovementSpeedIncrease(400); effect eBuffVis3 = EffectHeal(60); effect eBuffVis4 = EffectSanctuary(22); effect eBuffVis5 = EffectSpellImmunity(30); effect eBuffVis6 = EffectInvisibility(EFFECT_TYPE_INVISIBILITY); effect eTotalLink = EffectLinkEffects(eVis, eBuffVis); eTotalLink = EffectLinkEffects(eTotalLink, eVis1); eTotalLink = EffectLinkEffects(eTotalLink, eVis2); eTotalLink = EffectLinkEffects(eTotalLink, eVis3); eTotalLink = EffectLinkEffects(eTotalLink, eVis4); eTotalLink = EffectLinkEffects(eTotalLink, eVis5); eTotalLink = EffectLinkEffects(eTotalLink, eBuffVis1); eTotalLink = EffectLinkEffects(eTotalLink, eBuffVis2); eTotalLink = EffectLinkEffects(eTotalLink, eBuffVis3); eTotalLink = EffectLinkEffects(eTotalLink, eBuffVis4); eTotalLink = EffectLinkEffects(eTotalLink, eBuffVis5); eTotalLink = EffectLinkEffects(eTotalLink, eBuffVis6); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eTotalLink, oPlayer, RoundsToSeconds(nSpeedEscape)); } }