Further PRC integration
Further PRC integration. Class & race integration. Updated PoA loot spawn scripts for PRC classes. Integrated PRC NPC event scripts. Full compile.
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@@ -1,17 +1,30 @@
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#include "prc_class_const"
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void main()
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{
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object oDoor = OBJECT_SELF;
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object oDoor = OBJECT_SELF;
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object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC);
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int nClass;
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//:: Restrict based on the player's class
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nClass = GetLevelByClass(CLASS_TYPE_WIZARD, oPC)
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+GetLevelByClass(CLASS_TYPE_SORCERER, oPC)
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+GetLevelByClass(CLASS_TYPE_DREAD_NECROMANCER, oPC)
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+GetLevelByClass(CLASS_TYPE_WARMAGE, oPC)
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+GetLevelByClass(CLASS_TYPE_SHADOWCASTER, oPC)
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+GetLevelByClass(CLASS_TYPE_SUBLIME_CHORD, oPC)
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+GetLevelByClass(CLASS_TYPE_ARCHMAGE, oPC)
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+GetLevelByClass(CLASS_TYPE_WARLOCK, oPC);
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object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC);
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int class1 = GetLevelByClass(CLASS_TYPE_WIZARD, oPC);
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int class2 = GetLevelByClass(CLASS_TYPE_SORCERER, oPC);
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int pass = class1 + class2;
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if (pass >=20){
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if (nClass >= 20)
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{
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AssignCommand(oDoor, ActionOpenDoor(oDoor));
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SendMessageToPC(oPC, "You may pass.");
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}
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AssignCommand(oDoor, ActionOpenDoor(oDoor));
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SendMessageToPC(oPC, "You may pass.");
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}
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else{
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SendMessageToPC(oPC, "You will not pass.");
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}
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}
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else
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{
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SendMessageToPC(oPC, "You will not pass.");
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}
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}
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