263 lines
10 KiB
Plaintext
263 lines
10 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name x2_def_ondeath
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Default OnDeath script
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Keith Warner
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//:: Created On: June 11/03
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//:://////////////////////////////////////////////
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// Necromancy 101 /////////
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#include "_inc_livingdead_"
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#include "_inc_battlecry_"
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////////////////////////////
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#include "NW_I0_SPELLS"
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#include "nw_i0_plot"
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void main()
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{
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object oNPC = OBJECT_SELF;
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if ((GetResRef(oNPC) == "NPC_KLEDGUARD") ||
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(GetResRef(oNPC) == "NPC_IANTO_GUARD1") ||
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(GetResRef(oNPC) == "NPC_IANTO_GUARD2") ||
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(GetResRef(oNPC) == "ds_vorlon_guard1") ||
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(GetResRef(oNPC) == "ds_vorlon_guard2"))
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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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// 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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SetDroppableFlag(oArmor, bDroppableA);
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SetDroppableFlag(oWeapon, bDroppableW);
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}
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int nInsanity = GetLocalInt(OBJECT_SELF,"INSANITY");
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if(nInsanity)
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{
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object oCaster = OBJECT_SELF;
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object oTarget = GetLastKiller();
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effect eConfuse = EffectConfused();
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_NORMAL_20);
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effect eVis = EffectVisualEffect(VFX_IMP_CONFUSION_S);
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = EffectLinkEffects(eMind, eConfuse);
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eLink = EffectLinkEffects(eLink, eDur);
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eLink = SupernaturalEffect(eLink);
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// Get oCaster's DC
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int nCreCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oCaster);
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int nCreHD = GetHitDice (oCaster);
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int nDC = (10 + (nCreHD/2) + nCreCHAMod);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, GetSpellTargetLocation());
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if ( !MySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oCaster))
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); // Apply Viz
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget);
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AssignCommand(oTarget,SpeakString("*The "+GetName(oCaster)+" has driven you insane!*"));
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}
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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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ExecuteScript("nw_c2_default7", OBJECT_SELF);
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// Necromancy 101 ///////////////////////
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DoDeathCry();
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if (UndeadCheck(GetLastKiller())) return;
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/////////////////////////////////////////
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}
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