Clear out experimental .35 files
Clear out experimental .35 files
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/**
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* Thrallherd: Thrallherd
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* 16/04/2005
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* Stratovarius
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Type of Feat: Class Specific
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Prerequisite: Thrallherd level 1.
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Specifics: A thrallherd who has just entered the class sends out a subtle psychic call for servants, and that call is answered.
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The thrall who answers the call has a level equal to the following chart. Leadership score is calculated by adding Thrallherd's
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total level to its Cha modifier and its Thrallherd level. A level 5 Psion/5 thrallherd, with a +5 Cha modifier, has a leadership
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score of 20. A thrallherd can use this power 1/day and may only have 1 Thrall from this power.
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Leadership Thrall Level
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1 0
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2 1
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3 2
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4 3
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5 3
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6 4
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7 5
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8 5
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9 6
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10 7
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11 7
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12 8
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13 9
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14 10
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15 10
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16 11
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17 12
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18 12
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19 13
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20 14
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21 15
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22 15
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23 16
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24 17
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25+ 17
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Use: Selected.
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*/
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#include "inc_rand_equip"
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#include "prc_alterations"
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#include "nw_o2_coninclude"
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void CleanCopy(object oImage)
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{
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SetLootable(oImage, FALSE);
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object oItem = GetFirstItemInInventory(oImage);
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while(GetIsObjectValid(oItem))
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{
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SetDroppableFlag(oItem, FALSE);
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SetItemCursedFlag(oItem, TRUE);
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AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyWeightReduction(IP_CONST_REDUCEDWEIGHT_10_PERCENT), oItem);
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SetIdentified(oItem, TRUE);
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oItem = GetNextItemInInventory(oImage);
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}
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int i;
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for(i=0;i<NUM_INVENTORY_SLOTS;i++)//equipment
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{
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oItem = GetItemInSlot(i, oImage);
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SetDroppableFlag(oItem, FALSE);
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AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyWeightReduction(IP_CONST_REDUCEDWEIGHT_10_PERCENT), oItem);
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SetIdentified(oItem, TRUE);
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SetItemCursedFlag(oItem, TRUE);
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}
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TakeGoldFromCreature(GetGold(oImage), oImage, TRUE);
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}
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void main()
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{
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if(GetPRCSwitch(PRC_THRALLHERD_LEADERSHIP))
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{
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FloatingTextStringOnCreature("Please select your thrall via the cohort system.", OBJECT_SELF, FALSE);
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return;
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}
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int nMax = GetMaxHenchmen();
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int i = 1;
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object oHench = GetAssociate(ASSOCIATE_TYPE_HENCHMAN, OBJECT_SELF, i);
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if (GetTag(oHench) == "psi_thrall_thrall")
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{
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FloatingTextStringOnCreature("You already have a thrall", OBJECT_SELF, FALSE);
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return;
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}
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while (GetIsObjectValid(oHench))
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{
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i += 1;
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oHench = GetAssociate(ASSOCIATE_TYPE_HENCHMAN, OBJECT_SELF, i);
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if (GetTag(oHench) == "psi_thrall_thrall")
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{
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FloatingTextStringOnCreature("You already have a thrall", OBJECT_SELF, FALSE);
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return;
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}
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}
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if (i >= nMax) SetMaxHenchmen(i+1);
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effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_UNDEAD);
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int nHD = GetHitDice(OBJECT_SELF);
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if (DEBUG) FloatingTextStringOnCreature("HD: " + IntToString(nHD), OBJECT_SELF, FALSE);
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int nClass = GetLevelByClass(CLASS_TYPE_THRALLHERD, OBJECT_SELF);
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if (DEBUG) FloatingTextStringOnCreature("Thrallherd Level: " + IntToString(nClass), OBJECT_SELF, FALSE);
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int nCha = GetAbilityModifier(ABILITY_CHARISMA, OBJECT_SELF);
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if (DEBUG) FloatingTextStringOnCreature("Cha Modifier: " + IntToString(nCha), OBJECT_SELF, FALSE);
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int nLead = nHD + nClass + nCha;
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int nLevel;
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if (nLead == 1) nLevel = 0;
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if (nLead == 2) nLevel = 1;
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if (nLead == 3) nLevel = 2;
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if (nLead == 4) nLevel = 3;
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if (nLead == 5) nLevel = 3;
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if (nLead == 6) nLevel = 4;
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if (nLead == 7) nLevel = 5;
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if (nLead == 8) nLevel = 5;
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if (nLead == 9) nLevel = 6;
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if (nLead == 10) nLevel = 7;
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if (nLead == 11) nLevel = 7;
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if (nLead == 12) nLevel = 8;
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if (nLead == 13) nLevel = 9;
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if (nLead == 14) nLevel = 10;
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if (nLead == 15) nLevel = 10;
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if (nLead == 16) nLevel = 11;
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if (nLead == 17) nLevel = 12;
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if (nLead == 18) nLevel = 12;
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if (nLead == 19) nLevel = 13;
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if (nLead == 20) nLevel = 14;
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if (nLead == 21) nLevel = 15;
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if (nLead == 22) nLevel = 15;
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if (nLead == 23) nLevel = 16;
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if (nLead == 24) nLevel = 17;
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if (nLead >= 25) nLevel = 17;
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if (DEBUG) FloatingTextStringOnCreature("Leadship Score: " + IntToString(nLead), OBJECT_SELF, FALSE);
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if (DEBUG) FloatingTextStringOnCreature("Spell ID: " + IntToString(GetSpellId()), OBJECT_SELF, FALSE);
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object oCreature = CreateObject(OBJECT_TYPE_CREATURE, "psi_thrall_clc", GetSpellTargetLocation(), FALSE, "psi_thrall_thrall");
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AddHenchman(OBJECT_SELF, oCreature);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetLocation(oCreature));
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int n;
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for(n=1;n<nLevel;n++)
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{
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LevelUpHenchman(oCreature, CLASS_TYPE_INVALID, TRUE);
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}
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for(n=1;n<nLevel;n++)
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{
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GenerateBossTreasure(oCreature);
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}
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AssignCommand(oCreature, ClearAllActions());
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AssignCommand(oCreature, ActionEquipMostDamagingMelee());
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AssignCommand(oCreature, ActionEquipMostEffectiveArmor());
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EquipMisc(oCreature);
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CleanCopy(oCreature);
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SetMaxHenchmen(nMax);
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}
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