//ColdBlade //Stats & Skills Raise/Lower Function //Copyright (c) 2002 by Coldblade //V2.5.0 //NOTE!: Don't forget to update the wing function to update the alteration of the 2da //--------------------------------------------------- //Raise or Lower Stats //int cbStat: This is how much you want to raise or lower a given Stat //int cbType: This is the type of stat that you want to raise or lower. // 1 = Strength, 2 = Dexterity, 3 = Constitution, 4 = Intelligence, // 5 = Wisdom, 6 = Charisma //object cbObject: Creature or Player Character //int cbRaiseLower: TRUE = Raise, FALSE = Lower //Example: stat(2, 2, cbPC, TRUE); void stat(int cbStat, int cbType, object cbObject = OBJECT_SELF, int cbRaiseLower = TRUE); //Raise or Lower Skills //int cbSkill: This is how much you want to raise or lower the selected skill. //int cbType: This is the type of skill that you want to raise or lower. // 1 = Animal Empathy, 2 = Concentration, 3 = Disable Trap, 4 = Discipline, // 5 = Heal, 6 = Hide, 7 = Listen, 8 = Lore, 9 = Move Silently, // 10 = Open Lock, 11 = Parry, 12 = Perform, 13 = Persude, 14 = Pick Pocket, // 15 = Search, 16 = Set Trap, 17 = Spellcraft, 18 = Spot, 19 = Taunt, // 20 = Use Magic Device, 21 = All Skills. //object cbObject: Creature or Player Character //int cbRaiseLower: TRUE = Raise, FALSE = Lower //Example: skills(1, 12, cbPC, FALSE); void skills(int cbSkill, int cbType, object cbObject = OBJECT_SELF, int cbRaiseLower = TRUE); //Raise or Lower Armor Class //int cbAC: This is how much you want to raise or lower the Armor Class //int cbType: This is the type of Armor Class avaiable. // 1 = Armor Enchantment, 2 = Deflection, 3 = Dodge, 4 = Natural, // 5 = Shield Enchantment //object cbObject: Creature or Player Character //int cbRaiseLower: TRUE = Raise, FALSE = Lower //Example: ac(1, 4, cbPC, FALSE); void ac(int cbAC, int cbType, object cbObject = OBJECT_SELF, int cbRaiseLower = TRUE); //Raise or Lower Attack Bonus/Pentality //int cbAttack: This is how much you want to raise or lower the Attack Bonus/Pentality //int cbType: This is the type of Attack Bonus/Pentality Avaiable // 1 = On Hand, 2 = Off Hand, 3 = Miscellanous. //object cbObject: Creature or Player Character //int cbRaiseLower: TRUE = Raise, FALSE = Lower //Example: attack(1, 2, cbPC, FALSE); void attack(int cbAttack, int cbType, object cbObject = OBJECT_SELF, int cbRaiseLower = TRUE); //Raise or Lower Damage Immunity //int cbPercentImmunity: Percentage Immunity to Immunity Type //int cbType: This is the type of Immunity that you want to raise or lower // 1 = Acid, 2 = Bludgeoning, 3 = Cold, 4 = Divine, 5 = Electrical, // 6 = Fire, 7 = Magical, 8 = Negative, 9 = Piercing, 10 = Positive, // 11 = Slashing, 12 = Sonic //object cbObject: Creature or Player Character //int cbRaiseLower: TRUE = Raise, FALSE = Lower //Example: damageimmunity(90, 1, cbPC, TRUE); void damageimmunity(int cbPercentImmunity, int cbType, object cbObject = OBJECT_SELF, int cbRaiseLower = TRUE); //Damage Reduction //int cbAmount: This is how much the damage is reducted //int cbType: This is the type of Damage Reduction you want. // 1 = Energy, 2 = Normal, 3 = +1, 4 = +2, 5 = +3, 6 = +4, 7 = +5 //int cbLimit: How much damage it can take before expiring, 0 = Infine //object cbObject: Creature or Player Character //Example: damagereduction(20, 5, 0, cbPC); void damagereduction(int cbAmount, int cbType, int cbLimit = 0, object cbObject = OBJECT_SELF); //Damage Resistance //int cbDamageType: This is the Type of Damage Resistance you want. // 1 = Acid, 2 = Bludgeoning, 3 = Cold, 4 = Divine, 5 = Electrical, // 6 = Fire, 7 = Magical, 8 = Negative, 9 = Piercing, 10 = Positive, // 11 = Slashing, 12 = Sonic //int cbAmount: This is how much the damage is resisted, 20 fire means 20 off all fire damage. //int cbLimit: How much damage it will take before expiring, 0 = Infine //object cbObject: Creature or Player Character //Example: damageresistance(4, 20, 200, cbPC); void damageresistance(int cbType, int cbAmount, int cbLimit = 0, object cbObject = OBJECT_SELF); //Immunity //int cbType: This is the type of Immunity you want. // 1 = Ability Decrease, 2 = Ac Decrease, 3 = Attack Decrease, 4 = Blindness, // 5 = Charm, 6 = Confused, 7 = Critical Hit, 8 = Cursed, 9 = Damage Decrease, // 10 = Damage Immunity Decrease, 11 = Dazed, 12 = Deafness, 13 = Death, 14 = Disease, // 15 = Dominate, 16 = Entangle, 17 = Fear, 18 = Knockdown, 19 = Mind Spells, 20 = Movement Speed Decrease, // 21 = Negative Level, 22 = Paralysis, 23 = Poison, 24 = Saving Throw Decrease, // 25 = Silence, 26 = Skill Decrease, 27 = Sleep, 28 = Slow, 29 = Sneak Attack, // 30 = Spell Resistance Decrease, 31 = Stun, 32 = Trap, 33 = None //object cbObject: Creature or Player Character //Example: immunity(5, cbPC); void immunity(int cbType, object cbObject = OBJECT_SELF); //Movement Speed Increase or Decrease //int cbPercent: The Percentage increase or decrease in movement speed //object cbObject: Creature or Player Character //int cbRaiseLower: TRUE = Raise, FALSE = Lower //Example: speed(200, cbPC, FALSE); void speed(int cbPercent, object cbObject = OBJECT_SELF, int cbRaiseLower = TRUE); //Regeneration //int cbAmount: How much damage it regenerates per each interval. //float cbInterval: How much time between each applying of the regen, in seconds. //object cbObject: Creature or Player Character //Example: regeneration(1, 0.1, cbPC); void regeneration(int cbAmount, float cbInterval, object cbObject = OBJECT_SELF); //Raise or Lower Saving Throws //int cbThrow: Type of Saving throw you want to raise or lower // 1 = Fort, 2 = Reflex, 3 = Will, 4 = All //int cbValue: How much it raise or lower the saving throw. //int cbType: Damage type or effect you want to raise the savint throw verus. // 1 = Acid, 2 = Chaos, 3 = Death, 4 = Cold, 5 = Disease, 6 = Divine, // 8 = Electricity, 9 = Evil, 10 = Fear, 11 = Fire, 12 = Good, 13 = Law, // 14 = Mind Spells, 15 = Negative, 16 = Poison, 17 = Positive, 18 = Sonic, // 19 = Trap, 20 = None, 21 = All //object cbObject: Creature or Player Character //int cbRaiseLower: TRUE = Raise, FALSE = Lower //Example: savingthrow(1, 2, 3, cbPC, TRUE); void savingthrow(int cbThrow, int cbValue, int cbType, object cbObject = OBJECT_SELF, int cbRaiseLower = TRUE); //See Invisible //object cbObject: Creature or Player Character //Example: seeinvisible(cbPC); void seeinvisible(object cbObject = OBJECT_SELF); //True Seeing //object cbObject: Creature or Player Character //Example: trueseeing(cbPC); void trueseeing(object cbObject = OBJECT_SELF); //Raise or Lower Spell Resistance //int cbResist: How much you want to raise or lower the spell resistance //object cbObject: Creature or Player Character //int cbRaiseLower: TRUE = Raise, FALSE = Lower //Example: spellresistance(32, cbPC, TRUE); void spellresistance(int cbResist, object cbObject = OBJECT_SELF, int cbRaiseLower = TRUE); //Raise or Lower turn Resistance //int cbHD: How much hitdice to raise or lower the character turning resistance //object cbObject: Creature or Player Character //int cbRaiseLower: TRUE = Raise, FALSE = Lower //Example: turnresistance(4, cbPC, TRUE); void turnresistance(int cbHD, object cbObject = OBJECT_SELF, int cbRaiseLower = TRUE); //Hitpoint Increase //int cbHitpoint: How much hitpoint you want to add to the character //object cbObject: Creature or Player Character //Example: hitpoint(10, cbPC); void hitpoint(int cbHitpoint, object cbObject = OBJECT_SELF); //Spell Immunity //int cbType: This is the types of spells you want that object to be immune to. // 1 = SPELL_ACID_FOG; // 2 = SPELL_AID; // 3 = SPELL_ANIMATE_DEAD; // 4 = SPELL_AURA_OF_VITALITY; // 5 = SPELL_AWAKEN; // 6 = SPELL_BARKSKIN; // 7 = SPELL_BESTOW_CURSE; // 8 = SPELL_BLADE_BARRIER; // 9 = SPELL_BLESS; // 10 = SPELL_BLESS_WEAPON; // 11 = SPELL_BLINDNESS_AND_DEAFNESS; // 12 = SPELL_BULLS_STRENGTH; // 13 = SPELL_BURNING_HANDS; // 14 = SPELL_CALL_LIGHTNING; // 15 = SPELL_CATS_GRACE; // 16 = SPELL_CHAIN_LIGHTNING; // 17 = SPELL_CHARM_MONSTER; // 18 = SPELL_CHARM_PERSON; // 19 = SPELL_CHARM_PERSON_OR_ANIMAL; // 20 = SPELL_CIRCLE_OF_DEATH; // 21 = SPELL_CIRCLE_OF_DOOM; // 22 = SPELL_CLAIRAUDIENCE_AND_CLAIRVOYANCE; // 23 = SPELL_CLARITY; // 24 = SPELL_CLOAK_OF_CHAOS; // 25 = SPELL_CLOUDKILL; // 26 = SPELL_COLOR_SPRAY; // 27 = SPELL_CONE_OF_COLD; // 28 = SPELL_CONFUSION; // 29 = SPELL_CONTAGION; // 30 = SPELL_CONTROL_UNDEAD; // 31 = SPELL_CREATE_GREATER_UNDEAD; // 32 = SPELL_CREATE_UNDEAD; // 33 = SPELL_CREEPING_DOOM; // 34 = SPELL_CURE_CRITICAL_WOUNDS; // 35 = SPELL_CURE_LIGHT_WOUNDS; // 36 = SPELL_CURE_MINOR_WOUNDS; // 37 = SPELL_CURE_MODERATE_WOUNDS; // 38 = SPELL_CURE_SERIOUS_WOUNDS; // 39 = SPELL_DARKNESS; // 40 = SPELL_DARKVISION; // 41 = SPELL_DAZE; // 42 = SPELL_DEATH_WARD; // 43 = SPELL_DELAYED_BLAST_FIREBALL; // 44 = SPELL_DESTRUCTION; // 45 = SPELL_DISMISSAL; // 46 = SPELL_DISPEL_MAGIC; // 47 = SPELL_DIVINE_POWER; // 48 = SPELL_DOMINATE_ANIMAL; // 49 = SPELL_DOMINATE_MONSTER; // 50 = SPELL_DOMINATE_PERSON; // 51 = SPELL_DOOM; // 52 = SPELL_EAGLE_SPLEDOR; // 53 = SPELL_ELEMENTAL_SHIELD; // 54 = SPELL_ELEMENTAL_SWARM; // 55 = SPELL_ENDURANCE; // 56 = SPELL_ENDURE_ELEMENTS; // 57 = SPELL_ENERGY_BUFFER; // 58 = SPELL_ENERGY_DRAIN; // 59 = SPELL_ENERVATION; // 60 = SPELL_ENTANGLE; // 61 = SPELL_ETHEREAL_VISAGE; // 62 = SPELL_EVARDS_BLACK_TENTACLES; // 63 = SPELL_FEAR; // 64 = SPELL_FEEBLEMIND; // 65 = SPELL_FIND_TRAPS; // 66 = SPELL_FINGER_OF_DEATH; // 67 = SPELL_FIRE_STORM; // 68 = SPELL_FIREBALL; // 69 = SPELL_FLAME_ARROW; // 70 = SPELL_FLAME_LASH; // 71 = SPELL_FLAME_STRIKE; // 72 = SPELL_FOXS_CUNNING; // 73 = SPELL_FREEDOM_OF_MOVEMENT; // 74 = SPELL_GATE; // 75 = SPELL_GHOSTLY_VISAGE; // 76 = SPELL_GHOUL_TOUCH; // 77 = SPELL_GLOBE_OF_INVULNERABILITY; // 78 = SPELL_GREASE; // 79 = SPELL_GREATER_BULLS_STRENGTH; // 80 = SPELL_GREATER_CATS_GRACE; // 81 = SPELL_GREATER_DISPELLING; // 82 = SPELL_GREATER_EAGLE_SPLENDOR; // 83 = SPELL_GREATER_ENDURANCE; // 84 = SPELL_GREATER_FOXS_CUNNING; // 85 = SPELL_GREATER_MAGIC_WEAPON; // 86 = SPELL_GREATER_OWLS_WISDOM; // 87 = SPELL_GREATER_PLANAR_BINDING; // 88 = SPELL_GREATER_RESTORATION; // 89 = SPELL_GREATER_SHADOW_CONJURATION_ACID_ARROW; // 90 = SPELL_GREATER_SHADOW_CONJURATION_MINOR_GLOBE; // 91 = SPELL_GREATER_SHADOW_CONJURATION_MIRROR_IMAGE; // 92 = SPELL_GREATER_SHADOW_CONJURATION_SUMMON_SHADOW; // 93 = SPELL_GREATER_SHADOW_CONJURATION_WEB; // 94 = SPELL_GREATER_SPELL_BREACH; // 95 = SPELL_GREATER_SPELL_MANTLE; // 96 = SPELL_GREATER_STONESKIN; // 97 = SPELL_HAMMER_OF_THE_GODS; // 98 = SPELL_HARM; // 99 = SPELL_HASTE; // 100 = SPELL_HEAL; // 101 = SPELL_HEALING_CIRCLE; // 102 = SPELL_HOLD_ANIMAL; // 103 = SPELL_HOLD_MONSTER; // 104 = SPELL_HOLD_PERSON; // 105 = SPELL_HOLY_AURA; // 106 = SPELL_HOLY_SWORD; // 107 = SPELL_HORRID_WILTING; // 108 = SPELL_ICE_STORM; // 109 = SPELL_IDENTIFY; // 110 = SPELL_IMPLOSION; // 111 = SPELL_IMPROVED_INVISIBILITY; // 112 = SPELL_INCENDIARY_CLOUD; // 113 = SPELL_INVISIBILITY; // 114 = SPELL_INVISIBILITY_PURGE; // 115 = SPELL_INVISIBILITY_SPHERE; // 116 = SPELL_KNOCK; // 117 = SPELL_LEGEND_LORE; // 118 = SPELL_LESSER_DISPEL; // 119 = SPELL_LESSER_MIND_BLANK; // 120 = SPELL_LESSER_PLANAR_BINDING; // 121 = SPELL_LESSER_RESTORATION; // 122 = SPELL_LESSER_SPELL_BREACH; // 123 = SPELL_LESSER_SPELL_MANTLE; // 124 = SPELL_LIGHT; // 125 = SPELL_LIGHTNING_BOLT; // 126 = SPELL_MAGE_ARMOR; // 127 = SPELL_MAGIC_CIRCLE_AGAINST_CHAOS; // 128 = SPELL_MAGIC_CIRCLE_AGAINST_EVIL; // 129 = SPELL_MAGIC_CIRCLE_AGAINST_GOOD; // 130 = SPELL_MAGIC_CIRCLE_AGAINST_LAW; // 131 = SPELL_MAGIC_MISSILE; // 132 = SPELL_MAGIC_VESTMENT; // 133 = SPELL_MAGIC_WEAPON; // 134 = SPELL_MASS_BLINDNESS_AND_DEAFNESS; // 135 = SPELL_MASS_CHARM; // 136 = SPELL_MASS_HASTE; // 137 = SPELL_MASS_HEAL; // 138 = SPELL_MELFS_ACID_ARROW; // 139 = SPELL_METEOR_SWARM; // 140 = SPELL_MIND_BLANK; // 141 = SPELL_MIND_FOG; // 142 = SPELL_MINOR_GLOBE_OF_INVULNERABILITY; // 143 = SPELL_MORDENKAINENS_DISJUNCTION; // 144 = SPELL_MORDENKAINENS_SWORD; // 145 = SPELL_NATURES_BALANCE; // 146 = SPELL_NEGATIVE_ENERGY_BURST; // 147 = SPELL_NEGATIVE_ENERGY_PROTECTION; // 148 = SPELL_NEGATIVE_ENERGY_RAY; // 149 = SPELL_NEUTRALIZE_POISON; // 150 = SPELL_OWLS_WISDOM; // 151 = SPELL_PHANTASMAL_KILLER; // 152 = SPELL_PLANAR_BINDING; // 153 = SPELL_POISON; // 154 = SPELL_POLYMORPH_SELF; // 155 = SPELL_POWER_WORD_KILL; // 156 = SPELL_POWER_WORD_STUN; // 157 = SPELL_PRAYER; // 158 = SPELL_PREMONITION; // 159 = SPELL_PRISMATIC_SPRAY; // 160 = SPELL_PROTECTION__FROM_CHAOS; // 161 = SPELL_PROTECTION_FROM_ELEMENTS; // 162 = SPELL_PROTECTION_FROM_EVIL; // 163 = SPELL_PROTECTION_FROM_GOOD; // 164 = SPELL_PROTECTION_FROM_LAW; // 165 = SPELL_PROTECTION_FROM_SPELLS; // 166 = SPELL_RAISE_DEAD; // 167 = SPELL_RAY_OF_ENFEEBLEMENT; // 168 = SPELL_RAY_OF_FROST; // 169 = SPELL_REGENERATE; // 170 = SPELL_REMOVE_BLINDNESS_AND_DEAFNESS; // 171 = SPELL_REMOVE_CURSE; // 172 = SPELL_REMOVE_DISEASE; // 173 = SPELL_REMOVE_FEAR; // 174 = SPELL_REMOVE_PARALYSIS; // 175 = SPELL_RESIST_ELEMENTS; // 176 = SPELL_RESISTANCE; // 177 = SPELL_RESTORATION; // 178 = SPELL_RESURRECTION; // 179 = SPELL_SANCTUARY; // 180 = SPELL_SCARE; // 181 = SPELL_SCHOOL_ABJURATION; // 182 = SPELL_SCHOOL_CONJURATION; // 183 = SPELL_SCHOOL_DIVINATION; // 184 = SPELL_SCHOOL_ENCHANTMENT; // 185 = SPELL_SCHOOL_EVOCATION; // 186 = SPELL_SCHOOL_GENERAL; // 187 = SPELL_SCHOOL_ILLUSION; // 188 = SPELL_SCHOOL_NECROMANCY; // 189 = SPELL_SCHOOL_TRANSMUTATION; // 190 = SPELL_SEARING_LIGHT; // 191 = SPELL_SEE_INVISIBILITY; // 192 = SPELL_SHADES_CONE_OF_COLD; // 193 = SPELL_SHADES_FIREBALL; // 194 = SPELL_SHADES_STONESKIN; // 195 = SPELL_SHADES_SUMMON_SHADOW; // 196 = SPELL_SHADES_WALL_OF_FIRE; // 197 = SPELL_SHADOW_CONJURATION_DARKNESS; // 198 = SPELL_SHADOW_CONJURATION_INIVSIBILITY; // 199 = SPELL_SHADOW_CONJURATION_MAGE_ARMOR; // 200 = SPELL_SHADOW_CONJURATION_MAGIC_MISSILE; // 201 = SPELL_SHADOW_CONJURATION_SUMMON_SHADOW; // 202 = SPELL_SHADOW_SHIELD; // 203 = SPELL_SHAPECHANGE; // 204 = SPELL_SHIELD_OF_LAW; // 205 = SPELL_SILENCE; // 206 = SPELL_SLAY_LIVING; // 207 = SPELL_SLEEP; // 208 = SPELL_SLOW; // 209 = SPELL_SOUND_BURST; // 210 = SPELL_SPELL_MANTLE; // 211 = SPELL_SPELL_RESISTANCE; // 212 = SPELL_SPHERE_OF_CHAOS; // 213 = SPELL_STINKING_CLOUD; // 214 = SPELL_STONESKIN; // 215 = SPELL_STORM_OF_VENGEANCE; // 216 = SPELL_SUMMON_CREATURE_I; // 217 = SPELL_SUMMON_CREATURE_II; // 218 = SPELL_SUMMON_CREATURE_III; // 219 = SPELL_SUMMON_CREATURE_IV; // 220 = SPELL_SUMMON_CREATURE_IX; // 221 = SPELL_SUMMON_CREATURE_V; // 222 = SPELL_SUMMON_CREATURE_VI; // 223 = SPELL_SUMMON_CREATURE_VII; // 224 = SPELL_SUMMON_CREATURE_VIII; // 225 = SPELL_SUNBEAM; // 226 = SPELL_TENSERS_TRANSFORMATION; // 227 = SPELL_TIME_STOP; // 228 = SPELL_TRUE_SEEING; // 229 = SPELL_UNHOLY_AURA; // 230 = SPELL_VAMPIRIC_TOUCH; // 231 = SPELL_VIRTUE; // 232 = SPELL_WAIL_OF_THE_BANSHEE; // 233 = SPELL_WALL_OF_FIRE; // 234 = SPELL_WAR_CRY; // 235 = SPELL_WEB; // 236 = SPELL_WEIRD; // 237 = SPELL_WORD_OF_FAITH; // 238 = SPELL_ALL_SPELLS; //Object cbObject: Creature or Player Character //Example: spellimmunity(47, cbPC); void spellimmunity(int cbType, object cbObject = OBJECT_SELF); //Concealment //object cbObject: Creature or Player Character //int cbPercentage: This is the percent of Concealment the object gets. //Example: concealment(cbPC, 75); void concealment(object cbObject, int cbPercentage); //Damaging Shield Effect //object cbObject: Creature or Player Character //int cbDamage: This is how much fixed damage you want delt to the target //int cbRandom: This is the Random damage type you want to apply to the target // 1 = Damage Bonus 1 Points, 2 = Damage Bonus 2 Points, 3 = Damage Bonus 3 Points, // 4 = Damage Bonus 4 Points, 5 = Damage Bonus 5 Points, 6 = Damage Bonus 1d4 Points, // 7 = Damage Bonus 1d6 Points, 8 = Damage Bonus 1d8 Points, 9 = Damage Bonus 1d10 Points, // 10 = Damage Bonus 2d6 Points //int cbType: This is the damage type you want infected on the melee attacker // 1 = Acid, 2 = Bludgeoning, 3 = Cold, 4 = Divine, 5 = Electrical, // 6 = Fire, 7 = Magical, 8 = Negative, 9 = Piercing, 10 = Positive, // 11 = Slashing, 12 = Sonic //Example: damageshield(cbPC, 10, 2, 4); void damageshield(object cbObject, int cbDamage, int cbRandom, int cbType); //Invisibility //int cbType: This is the type of Invisibility you want. // 1 = Darkness, 2 = Improved, 3 = Normal //object cbObject: Creature or Player Character //Example: invisibility(1, cbPC); void invisibility(int cbType, object cbObject); //Miss Chance //object cbObject: Creature or Player Character //int cbPercentage: This is the percent chance that the attacker will miss this object. //Example: misschance(cbPC, 75); void misschance(object cbObject, int cbPercentage); //Modify Attack per rounds. //object cbObject: Creature or Player Character //int cbAttacks: Attacks per round. //Example: modifyattack(cbPC, 3); void modifyattack(object cbObject, int cbAttacks); //Sanctuary //object cbObject: Creature or Player Character //int cbDC: The diffucity that the enemy has to overcome to defeat the sanctuary //Example: sanctuary(cbPC, 20); void sanctuary(object cbObject, int cbDC); ////////////////////////////////////////////////////////////////////////////////////////// void stat(int cbStat, int cbType, object cbObject = OBJECT_SELF, int cbRaiseLower = TRUE) { switch(cbType) { case 1: cbType = ABILITY_STRENGTH; break; case 2: cbType = ABILITY_DEXTERITY; break; case 3: cbType = ABILITY_CONSTITUTION; break; case 4: cbType = ABILITY_INTELLIGENCE; break; case 5: cbType = ABILITY_WISDOM; break; default: cbType = ABILITY_CHARISMA; break; } switch(cbRaiseLower) { case TRUE: ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAbilityIncrease(cbType, cbStat)), cbObject); break; default: ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAbilityDecrease(cbType, cbStat)), cbObject); break; } return; } void skills(int cbSkill, int cbType, object cbObject = OBJECT_SELF, int cbRaiseLower = TRUE) { switch(cbType) { case 1: cbType = SKILL_ANIMAL_EMPATHY; break; case 2: cbType = SKILL_CONCENTRATION; break; case 3: cbType = SKILL_DISABLE_TRAP; break; case 4: cbType = SKILL_DISCIPLINE; break; case 5: cbType = SKILL_HEAL; break; case 6: cbType = SKILL_HIDE; break; case 7: cbType = SKILL_LISTEN; break; case 8: cbType = SKILL_LORE; break; case 9: cbType = SKILL_MOVE_SILENTLY; break; case 10: cbType = SKILL_OPEN_LOCK; break; case 11: cbType = SKILL_PARRY; break; case 12: cbType = SKILL_PERFORM; break; case 13: cbType = SKILL_PERSUADE; break; case 14: cbType = SKILL_PICK_POCKET; break; case 15: cbType = SKILL_SEARCH; break; case 16: cbType = SKILL_SET_TRAP; break; case 17: cbType = SKILL_SPELLCRAFT; break; case 18: cbType = SKILL_SPOT; break; case 19: cbType = SKILL_TAUNT; break; case 20: cbType = SKILL_USE_MAGIC_DEVICE; break; default: cbType = SKILL_ALL_SKILLS; break; } switch(cbRaiseLower) { case TRUE: ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectSkillIncrease(cbType, cbSkill)), cbObject); break; default: ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectSkillDecrease(cbType, cbSkill)), cbObject); break; } return; } void ac(int cbAC, int cbType, object cbObject = OBJECT_SELF, int cbRaiseLower = TRUE) { switch(cbType) { case 1: cbType = AC_ARMOUR_ENCHANTMENT_BONUS; break; case 2: cbType = AC_DEFLECTION_BONUS; break; case 3: cbType = AC_DODGE_BONUS; break; case 4: cbType = AC_NATURAL_BONUS; break; default: cbType = AC_SHIELD_ENCHANTMENT_BONUS; break; } switch(cbRaiseLower) { case TRUE: ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectACIncrease(cbAC, cbType)), cbObject); break; default: ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectACDecrease(cbAC, cbType)), cbObject); break; } return; } void attack(int cbAttack, int cbType, object cbObject = OBJECT_SELF, int cbRaiseLower = TRUE) { switch(cbType) { case 1: cbType = ATTACK_BONUS_ONHAND; break; case 2: cbType = ATTACK_BONUS_OFFHAND; break; default: cbType = ATTACK_BONUS_MISC; break; } switch(cbRaiseLower) { case TRUE: ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackIncrease(cbAttack, cbType)), cbObject); break; default: ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(cbAttack, cbType)), cbObject); break; } return; } void damageimmunity(int cbPercentImmunity, int cbType, object cbObject = OBJECT_SELF, int cbRaiseLower = TRUE) { switch(cbType) { case 1: cbType = DAMAGE_TYPE_ACID; break; case 2: cbType = DAMAGE_TYPE_BLUDGEONING; break; case 3: cbType = DAMAGE_TYPE_COLD; break; case 4: cbType = DAMAGE_TYPE_DIVINE; break; case 5: cbType = DAMAGE_TYPE_ELECTRICAL; break; case 6: cbType = DAMAGE_TYPE_FIRE; break; case 7: cbType = DAMAGE_TYPE_MAGICAL; break; case 8: cbType = DAMAGE_TYPE_NEGATIVE; break; case 9: cbType = DAMAGE_TYPE_PIERCING; break; case 10: cbType = DAMAGE_TYPE_POSITIVE; break; case 11: cbType = DAMAGE_TYPE_SLASHING; break; default: cbType = DAMAGE_TYPE_SONIC; break; } switch(cbRaiseLower) { case TRUE: ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectDamageImmunityIncrease(cbType, cbPercentImmunity)), cbObject); break; default: ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectDamageImmunityDecrease(cbType, cbPercentImmunity)), cbObject); break; } return; } void damagereduction(int cbAmount, int cbType, int cbLimit = 0, object cbObject = OBJECT_SELF) { switch(cbType) { case 1: cbType = DAMAGE_POWER_ENERGY; break; case 2: cbType = DAMAGE_POWER_NORMAL; break; case 3: cbType = DAMAGE_POWER_PLUS_ONE; break; case 4: cbType = DAMAGE_POWER_PLUS_TWO; break; case 5: cbType = DAMAGE_POWER_PLUS_THREE; break; case 6: cbType = DAMAGE_POWER_PLUS_FOUR; break; default: cbType = DAMAGE_POWER_PLUS_FIVE; break; } ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectDamageReduction(cbAmount, cbType, cbLimit)), cbObject); return; } void damageresistance(int cbType, int cbAmount, int cbLimit = 0, object cbObject = OBJECT_SELF) { switch(cbType) { case 1: cbType = DAMAGE_TYPE_ACID; break; case 2: cbType = DAMAGE_TYPE_BLUDGEONING; break; case 3: cbType = DAMAGE_TYPE_COLD; break; case 4: cbType = DAMAGE_TYPE_DIVINE; break; case 5: cbType = DAMAGE_TYPE_ELECTRICAL; break; case 6: cbType = DAMAGE_TYPE_FIRE; break; case 7: cbType = DAMAGE_TYPE_MAGICAL; break; case 8: cbType = DAMAGE_TYPE_NEGATIVE; break; case 9: cbType = DAMAGE_TYPE_PIERCING; break; case 10: cbType = DAMAGE_TYPE_POSITIVE; break; case 11: cbType = DAMAGE_TYPE_SLASHING; break; default: cbType = DAMAGE_TYPE_SONIC; break; } ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectDamageResistance(cbType, cbAmount, cbLimit)), cbObject); return; } void immunity(int cbType, object cbObject = OBJECT_SELF) { switch(cbType) { case 1: cbType = IMMUNITY_TYPE_ABILITY_DECREASE; break; case 2: cbType = IMMUNITY_TYPE_AC_DECREASE; break; case 3: cbType = IMMUNITY_TYPE_ATTACK_DECREASE; break; case 4: cbType = IMMUNITY_TYPE_BLINDNESS; break; case 5: cbType = IMMUNITY_TYPE_CHARM; break; case 6: cbType = IMMUNITY_TYPE_CONFUSED; break; case 7: cbType = IMMUNITY_TYPE_CRITICAL_HIT; break; case 8: cbType = IMMUNITY_TYPE_CURSED; break; case 9: cbType = IMMUNITY_TYPE_DAMAGE_DECREASE; break; case 10: cbType = IMMUNITY_TYPE_DAMAGE_IMMUNITY_DECREASE; break; case 11: cbType = IMMUNITY_TYPE_DAZED; break; case 12: cbType = IMMUNITY_TYPE_DEAFNESS; break; case 13: cbType = IMMUNITY_TYPE_DEATH; break; case 14: cbType = IMMUNITY_TYPE_DISEASE; break; case 15: cbType = IMMUNITY_TYPE_DOMINATE; break; case 16: cbType = IMMUNITY_TYPE_ENTANGLE; break; case 17: cbType = IMMUNITY_TYPE_FEAR; break; case 18: cbType = IMMUNITY_TYPE_KNOCKDOWN; break; case 19: cbType = IMMUNITY_TYPE_MIND_SPELLS; break; case 20: cbType = IMMUNITY_TYPE_MOVEMENT_SPEED_DECREASE; break; case 21: cbType = IMMUNITY_TYPE_NEGATIVE_LEVEL; break; case 22: cbType = IMMUNITY_TYPE_PARALYSIS; break; case 23: cbType = IMMUNITY_TYPE_POISON; break; case 24: cbType = IMMUNITY_TYPE_SAVING_THROW_DECREASE; break; case 25: cbType = IMMUNITY_TYPE_SILENCE; break; case 26: cbType = IMMUNITY_TYPE_SKILL_DECREASE; break; case 27: cbType = IMMUNITY_TYPE_SLEEP; break; case 28: cbType = IMMUNITY_TYPE_SLOW; break; case 29: cbType = IMMUNITY_TYPE_SNEAK_ATTACK; break; case 30: cbType = IMMUNITY_TYPE_SPELL_RESISTANCE_DECREASE; break; case 31: cbType = IMMUNITY_TYPE_STUN; break; case 32: cbType = IMMUNITY_TYPE_TRAP; break; default: cbType = IMMUNITY_TYPE_NONE; break; } ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectImmunity(cbType)), cbObject); return; } void speed(int cbPercent, object cbObject = OBJECT_SELF, int cbRaiseLower = TRUE) { switch(cbRaiseLower) { case TRUE: ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectMovementSpeedIncrease(cbPercent)), cbObject); break; default: ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectMovementSpeedDecrease(cbPercent)), cbObject); break; } return; } void regeneration(int cbAmount, float cbInterval, object cbObject = OBJECT_SELF) { ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectRegenerate(cbAmount, cbInterval)), cbObject); return; } void savingthrow(int cbThrow, int cbValue, int cbType, object cbObject = OBJECT_SELF, int cbRaiseLower = TRUE) { switch(cbThrow) { case 1: cbThrow = SAVING_THROW_FORT; break; case 2: cbThrow = SAVING_THROW_REFLEX; break; case 3: cbThrow = SAVING_THROW_WILL; break; default: cbThrow = SAVING_THROW_ALL; break; } switch(cbType) { case 1: cbType = SAVING_THROW_TYPE_ACID; break; case 2: cbType = SAVING_THROW_TYPE_CHAOS; break; case 3: cbType = SAVING_THROW_TYPE_COLD; break; case 4: cbType = SAVING_THROW_TYPE_DEATH; break; case 5: cbType = SAVING_THROW_TYPE_DISEASE; break; case 6: cbType = SAVING_THROW_TYPE_DIVINE; break; case 7: cbType = SAVING_THROW_TYPE_ELECTRICITY; break; case 8: cbType = SAVING_THROW_TYPE_EVIL; break; case 9: cbType = SAVING_THROW_TYPE_FEAR; break; case 10: cbType = SAVING_THROW_TYPE_FIRE; break; case 11: cbType = SAVING_THROW_TYPE_GOOD; break; case 12: cbType = SAVING_THROW_TYPE_LAW; break; case 13: cbType = SAVING_THROW_TYPE_MIND_SPELLS; break; case 14: cbType = SAVING_THROW_TYPE_NEGATIVE; break; case 15: cbType = SAVING_THROW_TYPE_POISON; break; case 16: cbType = SAVING_THROW_TYPE_POSITIVE; break; case 17: cbType = SAVING_THROW_TYPE_SONIC; break; case 18: cbType = SAVING_THROW_TYPE_SPELL; break; case 19: cbType = SAVING_THROW_TYPE_TRAP; break; case 20: cbType = SAVING_THROW_TYPE_NONE; break; default: cbType = SAVING_THROW_TYPE_ALL; break; } switch(cbRaiseLower) { case TRUE: ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectSavingThrowIncrease(cbThrow, cbValue, cbType)), cbObject); break; default: ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectSavingThrowDecrease(cbThrow, cbValue, cbType)), cbObject); break; } return; } void seeinvisible(object cbObject = OBJECT_SELF) { ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectSeeInvisible()), cbObject); return; } void trueseeing(object cbObject = OBJECT_SELF) { ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectTrueSeeing()), cbObject); return; } void spellresistance(int cbResist, object cbObject = OBJECT_SELF, int cbRaiseLower = TRUE) { switch(cbRaiseLower) { case TRUE: ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectSpellResistanceIncrease(cbResist)), cbObject); break; default: ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectSpellResistanceDecrease(cbResist)), cbObject); break; } return; } void turnresistance(int cbHD, object cbObject = OBJECT_SELF, int cbRaiseLower = TRUE) { switch(cbRaiseLower) { case TRUE: ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectTurnResistanceIncrease(cbHD)), cbObject); break; default: ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectTurnResistanceDecrease(cbHD)), cbObject); break; } return; } void hitpoint(int cbHitpoint, object cbObject = OBJECT_SELF) { ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectTemporaryHitpoints(cbHitpoint)), cbObject); return; } void spellimmunity(int cbType, object cbObject = OBJECT_SELF) { switch(cbType) { case 1: cbType = SPELL_ACID_FOG; break; case 2: cbType = SPELL_AID; break; case 3: cbType = SPELL_ANIMATE_DEAD; break; case 4: cbType = SPELL_AURA_OF_VITALITY; break; case 5: cbType = SPELL_AWAKEN; break; case 6: cbType = SPELL_BARKSKIN; break; case 7: cbType = SPELL_BESTOW_CURSE; break; case 8: cbType = SPELL_BLADE_BARRIER; break; case 9: cbType = SPELL_BLESS; break; case 10: cbType = SPELL_BLESS_WEAPON; break; case 11: cbType = SPELL_BLINDNESS_AND_DEAFNESS; break; case 12: cbType = SPELL_BULLS_STRENGTH; break; case 13: cbType = SPELL_BURNING_HANDS; break; case 14: cbType = SPELL_CALL_LIGHTNING; break; case 15: cbType = SPELL_CATS_GRACE; break; case 16: cbType = SPELL_CHAIN_LIGHTNING; break; case 17: cbType = SPELL_CHARM_MONSTER; break; case 18: cbType = SPELL_CHARM_PERSON; break; case 19: cbType = SPELL_CHARM_PERSON_OR_ANIMAL; break; case 20: cbType = SPELL_CIRCLE_OF_DEATH; break; case 21: cbType = SPELL_CIRCLE_OF_DOOM; break; case 22: cbType = SPELL_CLAIRAUDIENCE_AND_CLAIRVOYANCE; break; case 23: cbType = SPELL_CLARITY; break; case 24: cbType = SPELL_CLOAK_OF_CHAOS; break; case 25: cbType = SPELL_CLOUDKILL; break; case 26: cbType = SPELL_COLOR_SPRAY; break; case 27: cbType = SPELL_CONE_OF_COLD; break; case 28: cbType = SPELL_CONFUSION; break; case 29: cbType = SPELL_CONTAGION; break; case 30: cbType = SPELL_CONTROL_UNDEAD; break; case 31: cbType = SPELL_CREATE_GREATER_UNDEAD; break; case 32: cbType = SPELL_CREATE_UNDEAD; break; case 33: cbType = SPELL_CREEPING_DOOM; break; case 34: cbType = SPELL_CURE_CRITICAL_WOUNDS; break; case 35: cbType = SPELL_CURE_LIGHT_WOUNDS; break; case 36: cbType = SPELL_CURE_MINOR_WOUNDS; break; case 37: cbType = SPELL_CURE_MODERATE_WOUNDS; break; case 38: cbType = SPELL_CURE_SERIOUS_WOUNDS; break; case 39: cbType = SPELL_DARKNESS; break; case 40: cbType = SPELL_DARKVISION; break; case 41: cbType = SPELL_DAZE; break; case 42: cbType = SPELL_DEATH_WARD; break; case 43: cbType = SPELL_DELAYED_BLAST_FIREBALL; break; case 44: cbType = SPELL_DESTRUCTION; break; case 45: cbType = SPELL_DISMISSAL; break; case 46: cbType = SPELL_DISPEL_MAGIC; break; case 47: cbType = SPELL_DIVINE_POWER; break; case 48: cbType = SPELL_DOMINATE_ANIMAL; break; case 49: cbType = SPELL_DOMINATE_MONSTER; break; case 50: cbType = SPELL_DOMINATE_PERSON; break; case 51: cbType = SPELL_DOOM; break; case 52: cbType = SPELL_EAGLE_SPLEDOR; break; case 53: cbType = SPELL_ELEMENTAL_SHIELD; break; case 54: cbType = SPELL_ELEMENTAL_SWARM; break; case 55: cbType = SPELL_ENDURANCE; break; case 56: cbType = SPELL_ENDURE_ELEMENTS; break; case 57: cbType = SPELL_ENERGY_BUFFER; break; case 58: cbType = SPELL_ENERGY_DRAIN; break; case 59: cbType = SPELL_ENERVATION; break; case 60: cbType = SPELL_ENTANGLE; break; case 61: cbType = SPELL_ETHEREAL_VISAGE; break; case 62: cbType = SPELL_EVARDS_BLACK_TENTACLES; break; case 63: cbType = SPELL_FEAR; break; case 64: cbType = SPELL_FEEBLEMIND; break; case 65: cbType = SPELL_FIND_TRAPS; break; case 66: cbType = SPELL_FINGER_OF_DEATH; break; case 67: cbType = SPELL_FIRE_STORM; break; case 68: cbType = SPELL_FIREBALL; break; case 69: cbType = SPELL_FLAME_ARROW; break; case 70: cbType = SPELL_FLAME_LASH; break; case 71: cbType = SPELL_FLAME_STRIKE; break; case 72: cbType = SPELL_FOXS_CUNNING; break; case 73: cbType = SPELL_FREEDOM_OF_MOVEMENT; break; case 74: cbType = SPELL_GATE; break; case 75: cbType = SPELL_GHOSTLY_VISAGE; break; case 76: cbType = SPELL_GHOUL_TOUCH; break; case 77: cbType = SPELL_GLOBE_OF_INVULNERABILITY; break; case 78: cbType = SPELL_GREASE; break; case 79: cbType = SPELL_GREATER_BULLS_STRENGTH; break; case 80: cbType = SPELL_GREATER_CATS_GRACE; break; case 81: cbType = SPELL_GREATER_DISPELLING; break; case 82: cbType = SPELL_GREATER_EAGLE_SPLENDOR; break; case 83: cbType = SPELL_GREATER_ENDURANCE; break; case 84: cbType = SPELL_GREATER_FOXS_CUNNING; break; case 85: cbType = SPELL_GREATER_MAGIC_WEAPON; break; case 86: cbType = SPELL_GREATER_OWLS_WISDOM; break; case 87: cbType = SPELL_GREATER_PLANAR_BINDING; break; case 88: cbType = SPELL_GREATER_RESTORATION; break; case 89: cbType = SPELL_GREATER_SHADOW_CONJURATION_ACID_ARROW; break; case 90: cbType = SPELL_GREATER_SHADOW_CONJURATION_MINOR_GLOBE; break; case 91: cbType = SPELL_GREATER_SHADOW_CONJURATION_MIRROR_IMAGE; break; case 92: cbType = SPELL_GREATER_SHADOW_CONJURATION_SUMMON_SHADOW; break; case 93: cbType = SPELL_GREATER_SHADOW_CONJURATION_WEB; break; case 94: cbType = SPELL_GREATER_SPELL_BREACH; break; case 95: cbType = SPELL_GREATER_SPELL_MANTLE; break; case 96: cbType = SPELL_GREATER_STONESKIN; break; case 97: cbType = SPELL_HAMMER_OF_THE_GODS; break; case 98: cbType = SPELL_HARM; break; case 99: cbType = SPELL_HASTE; break; case 100: cbType = SPELL_HEAL; break; case 101: cbType = SPELL_HEALING_CIRCLE; break; case 102: cbType = SPELL_HOLD_ANIMAL; break; case 103: cbType = SPELL_HOLD_MONSTER; break; case 104: cbType = SPELL_HOLD_PERSON; break; case 105: cbType = SPELL_HOLY_AURA; break; case 106: cbType = SPELL_HOLY_SWORD; break; case 107: cbType = SPELL_HORRID_WILTING; break; case 108: cbType = SPELL_ICE_STORM; break; case 109: cbType = SPELL_IDENTIFY; break; case 110: cbType = SPELL_IMPLOSION; break; case 111: cbType = SPELL_IMPROVED_INVISIBILITY; break; case 112: cbType = SPELL_INCENDIARY_CLOUD; break; case 113: cbType = SPELL_INVISIBILITY; break; case 114: cbType = SPELL_INVISIBILITY_PURGE; break; case 115: cbType = SPELL_INVISIBILITY_SPHERE; break; case 116: cbType = SPELL_KNOCK; break; case 117: cbType = SPELL_LEGEND_LORE; break; case 118: cbType = SPELL_LESSER_DISPEL; break; case 119: cbType = SPELL_LESSER_MIND_BLANK; break; case 120: cbType = SPELL_LESSER_PLANAR_BINDING; break; case 121: cbType = SPELL_LESSER_RESTORATION; break; case 122: cbType = SPELL_LESSER_SPELL_BREACH; break; case 123: cbType = SPELL_LESSER_SPELL_MANTLE; break; case 124: cbType = SPELL_LIGHT; break; case 125: cbType = SPELL_LIGHTNING_BOLT; break; case 126: cbType = SPELL_MAGE_ARMOR; break; case 127: cbType = SPELL_MAGIC_CIRCLE_AGAINST_CHAOS; break; case 128: cbType = SPELL_MAGIC_CIRCLE_AGAINST_EVIL; break; case 129: cbType = SPELL_MAGIC_CIRCLE_AGAINST_GOOD; break; case 130: cbType = SPELL_MAGIC_CIRCLE_AGAINST_LAW; break; case 131: cbType = SPELL_MAGIC_MISSILE; break; case 132: cbType = SPELL_MAGIC_VESTMENT; break; case 133: cbType = SPELL_MAGIC_WEAPON; break; case 134: cbType = SPELL_MASS_BLINDNESS_AND_DEAFNESS; break; case 135: cbType = SPELL_MASS_CHARM; break; case 136: cbType = SPELL_MASS_HASTE; break; case 137: cbType = SPELL_MASS_HEAL; break; case 138: cbType = SPELL_MELFS_ACID_ARROW; break; case 139: cbType = SPELL_METEOR_SWARM; break; case 140: cbType = SPELL_MIND_BLANK; break; case 141: cbType = SPELL_MIND_FOG; break; case 142: cbType = SPELL_MINOR_GLOBE_OF_INVULNERABILITY; break; case 143: cbType = SPELL_MORDENKAINENS_DISJUNCTION; break; case 144: cbType = SPELL_MORDENKAINENS_SWORD; break; case 145: cbType = SPELL_NATURES_BALANCE; break; case 146: cbType = SPELL_NEGATIVE_ENERGY_BURST; break; case 147: cbType = SPELL_NEGATIVE_ENERGY_PROTECTION; break; case 148: cbType = SPELL_NEGATIVE_ENERGY_RAY; break; case 149: cbType = SPELL_NEUTRALIZE_POISON; break; case 150: cbType = SPELL_OWLS_WISDOM; break; case 151: cbType = SPELL_PHANTASMAL_KILLER; break; case 152: cbType = SPELL_PLANAR_BINDING; break; case 153: cbType = SPELL_POISON; break; case 154: cbType = SPELL_POLYMORPH_SELF; break; case 155: cbType = SPELL_POWER_WORD_KILL; break; case 156: cbType = SPELL_POWER_WORD_STUN; break; case 157: cbType = SPELL_PRAYER; break; case 158: cbType = SPELL_PREMONITION; break; case 159: cbType = SPELL_PRISMATIC_SPRAY; break; case 160: cbType = SPELL_PROTECTION__FROM_CHAOS; break; case 161: cbType = SPELL_PROTECTION_FROM_ELEMENTS; break; case 162: cbType = SPELL_PROTECTION_FROM_EVIL; break; case 163: cbType = SPELL_PROTECTION_FROM_GOOD; break; case 164: cbType = SPELL_PROTECTION_FROM_LAW; break; case 165: cbType = SPELL_PROTECTION_FROM_SPELLS; break; case 166: cbType = SPELL_RAISE_DEAD; break; case 167: cbType = SPELL_RAY_OF_ENFEEBLEMENT; break; case 168: cbType = SPELL_RAY_OF_FROST; break; case 169: cbType = SPELL_REGENERATE; break; case 170: cbType = SPELL_REMOVE_BLINDNESS_AND_DEAFNESS; break; case 171: cbType = SPELL_REMOVE_CURSE; break; case 172: cbType = SPELL_REMOVE_DISEASE; break; case 173: cbType = SPELL_REMOVE_FEAR; break; case 174: cbType = SPELL_REMOVE_PARALYSIS; break; case 175: cbType = SPELL_RESIST_ELEMENTS; break; case 176: cbType = SPELL_RESISTANCE; break; case 177: cbType = SPELL_RESTORATION; break; case 178: cbType = SPELL_RESURRECTION; break; case 179: cbType = SPELL_SANCTUARY; break; case 180: cbType = SPELL_SCARE; break; case 181: cbType = SPELL_SCHOOL_ABJURATION; break; case 182: cbType = SPELL_SCHOOL_CONJURATION; break; case 183: cbType = SPELL_SCHOOL_DIVINATION; break; case 184: cbType = SPELL_SCHOOL_ENCHANTMENT; break; case 185: cbType = SPELL_SCHOOL_EVOCATION; break; case 186: cbType = SPELL_SCHOOL_GENERAL; break; case 187: cbType = SPELL_SCHOOL_ILLUSION; break; case 188: cbType = SPELL_SCHOOL_NECROMANCY; break; case 189: cbType = SPELL_SCHOOL_TRANSMUTATION; break; case 190: cbType = SPELL_SEARING_LIGHT; break; case 191: cbType = SPELL_SEE_INVISIBILITY; break; case 192: cbType = SPELL_SHADES_CONE_OF_COLD; break; case 193: cbType = SPELL_SHADES_FIREBALL; break; case 194: cbType = SPELL_SHADES_STONESKIN; break; case 195: cbType = SPELL_SHADES_SUMMON_SHADOW; break; case 196: cbType = SPELL_SHADES_WALL_OF_FIRE; break; case 197: cbType = SPELL_SHADOW_CONJURATION_DARKNESS; break; case 198: cbType = SPELL_SHADOW_CONJURATION_INIVSIBILITY; break; case 199: cbType = SPELL_SHADOW_CONJURATION_MAGE_ARMOR; break; case 200: cbType = SPELL_SHADOW_CONJURATION_MAGIC_MISSILE; break; case 201: cbType = SPELL_SHADOW_CONJURATION_SUMMON_SHADOW; break; case 202: cbType = SPELL_SHADOW_SHIELD; break; case 203: cbType = SPELL_SHAPECHANGE; break; case 204: cbType = SPELL_SHIELD_OF_LAW; break; case 205: cbType = SPELL_SILENCE; break; case 206: cbType = SPELL_SLAY_LIVING; break; case 207: cbType = SPELL_SLEEP; break; case 208: cbType = SPELL_SLOW; break; case 209: cbType = SPELL_SOUND_BURST; break; case 210: cbType = SPELL_SPELL_MANTLE; break; case 211: cbType = SPELL_SPELL_RESISTANCE; break; case 212: cbType = SPELL_SPHERE_OF_CHAOS; break; case 213: cbType = SPELL_STINKING_CLOUD; break; case 214: cbType = SPELL_STONESKIN; break; case 215: cbType = SPELL_STORM_OF_VENGEANCE; break; case 216: cbType = SPELL_SUMMON_CREATURE_I; break; case 217: cbType = SPELL_SUMMON_CREATURE_II; break; case 218: cbType = SPELL_SUMMON_CREATURE_III; break; case 219: cbType = SPELL_SUMMON_CREATURE_IV; break; case 220: cbType = SPELL_SUMMON_CREATURE_IX; break; case 221: cbType = SPELL_SUMMON_CREATURE_V; break; case 222: cbType = SPELL_SUMMON_CREATURE_VI; break; case 223: cbType = SPELL_SUMMON_CREATURE_VII; break; case 224: cbType = SPELL_SUMMON_CREATURE_VIII; break; case 225: cbType = SPELL_SUNBEAM; break; case 226: cbType = SPELL_TENSERS_TRANSFORMATION; break; case 227: cbType = SPELL_TIME_STOP; break; case 228: cbType = SPELL_TRUE_SEEING; break; case 229: cbType = SPELL_UNHOLY_AURA; break; case 230: cbType = SPELL_VAMPIRIC_TOUCH; break; case 231: cbType = SPELL_VIRTUE; break; case 232: cbType = SPELL_WAIL_OF_THE_BANSHEE; break; case 233: cbType = SPELL_WALL_OF_FIRE; break; case 234: cbType = SPELL_WAR_CRY; break; case 235: cbType = SPELL_WEB; break; case 236: cbType = SPELL_WEIRD; break; case 237: cbType = SPELL_WORD_OF_FAITH; break; default: cbType = SPELL_ALL_SPELLS; break; } ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectSpellImmunity(cbType)), cbObject); return; } void concealment(object cbObject, int cbPercentage) { if(cbPercentage < 1) cbPercentage = 1; if(cbPercentage > 100) cbPercentage = 100; ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectConcealment(cbPercentage)), cbObject); return; } void damageshield(object cbObject, int cbDamage, int cbRandom, int cbType) { switch(cbType) { case 1: cbType = DAMAGE_TYPE_ACID; break; case 2: cbType = DAMAGE_TYPE_BLUDGEONING; break; case 3: cbType = DAMAGE_TYPE_COLD; break; case 4: cbType = DAMAGE_TYPE_DIVINE; break; case 5: cbType = DAMAGE_TYPE_ELECTRICAL; break; case 6: cbType = DAMAGE_TYPE_FIRE; break; case 7: cbType = DAMAGE_TYPE_MAGICAL; break; case 8: cbType = DAMAGE_TYPE_NEGATIVE; break; case 9: cbType = DAMAGE_TYPE_PIERCING; break; case 10: cbType = DAMAGE_TYPE_POSITIVE; break; case 11: cbType = DAMAGE_TYPE_SLASHING; break; default: cbType = DAMAGE_TYPE_SONIC; break; } switch(cbRandom) { case 1: cbRandom = DAMAGE_BONUS_1; break; case 2: cbRandom = DAMAGE_BONUS_2; break; case 3: cbRandom = DAMAGE_BONUS_3; break; case 4: cbRandom = DAMAGE_BONUS_4; break; case 5: cbRandom = DAMAGE_BONUS_5; break; case 6: cbRandom = DAMAGE_BONUS_1d4; break; case 7: cbRandom = DAMAGE_BONUS_1d6; break; case 8: cbRandom = DAMAGE_BONUS_1d8; break; case 9: cbRandom = DAMAGE_BONUS_1d10; break; default: cbRandom = DAMAGE_BONUS_2d6; break; } ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectDamageShield(cbDamage, cbRandom, cbType)), cbObject); return; } void invisibility(int cbType, object cbObject) { switch(cbType) { case 1: cbType = INVISIBILITY_TYPE_DARKNESS; break; case 2: cbType = INVISIBILITY_TYPE_IMPROVED; break; default: cbType = INVISIBILITY_TYPE_NORMAL; break; } ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectInvisibility(cbType)), cbObject); return; } void misschance(object cbObject, int cbPercentage) { if(cbPercentage < 1) cbPercentage = 1; if(cbPercentage > 100) cbPercentage = 100; ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectMissChance(cbPercentage)), cbObject); return; } void modifyattack(object cbObject, int cbAttacks) { if(cbAttacks > 5) cbAttacks = 5; if(cbAttacks < 1) cbAttacks = 1; ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectModifyAttacks(cbAttacks)), cbObject); return; } void sanctuary(object cbObject, int cbDC) { if(cbDC <= 0) cbDC = 1; ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectSanctuary(cbDC)), cbObject); return; }