40 lines
1.0 KiB
Plaintext
40 lines
1.0 KiB
Plaintext
#include "prc_class_const"
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void main()
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{
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object oPC = GetEnteringObject();
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object oWay = GetObjectByTag("home");
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int nClass;
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effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_EPIC_UNDEAD);
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nClass = GetLevelByClass(CLASS_TYPE_BARD, oPC)
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+GetLevelByClass(CLASS_TYPE_SUBLIME_CHORD, oPC)
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+GetLevelByClass(CLASS_TYPE_SORCERER, oPC)
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+GetLevelByClass(CLASS_TYPE_WIZARD, oPC)
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+GetLevelByClass(CLASS_TYPE_BEGUILER, oPC)
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+GetLevelByClass(CLASS_TYPE_DREAD_NECROMANCER, oPC)
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+GetLevelByClass(CLASS_TYPE_DUSKBLADE, oPC)
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+GetLevelByClass(CLASS_TYPE_HEXBLADE, 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_WARLOCK, oPC)
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+GetLevelByClass(CLASS_TYPE_DRAGONFIRE_ADEPT, oPC);
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if(!GetIsPC(oPC))return;
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if(GetIsDM(oPC)) return;
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if(nClass >= 5)
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{
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DelayCommand(1.3, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC, 0.0f));
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}
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else
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{
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AssignCommand(oPC, ClearAllActions());
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DelayCommand(0.1, AssignCommand(oPC, ActionJumpToObject(oWay)));
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}
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} |