Aschbourne_PRC8/_module/nss/_cb_stat.nss
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//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;
}