MOD V1.0n`gK0to002 0to1area001area001area001area003area003area003blueprintblueprint001 bookpiles book_flash chest005 chest4 creaturepalcusdemon003demonicappearanc devil002doorpalcusdoor_gratedoor_ttr_010door_ttr_029door_ttr_07door_ttr_08door_ttr_28eightyeighty_spawn encounterpalcusend_questevilstatueflrlever1give_questgive_sword gypfemale001!herbert"itempalcus#it_book033$it_creitem002%it_creitem004&i_se_aux'module(mumcleric001)pageturner*pageturneraura+ placeablepalcus,pllrbutton003-pllrbutton2.questisgiven/questisgiven0questisgiven1questisover2questisover3questisover4Repute5safe_area6scriptease7pu7scriptease7pu8scriptease7pv9scriptease7pv:scriptease7pw;scriptease7pw<scriptease7px=scriptease7px>scriptease7py?scriptease7py@scriptease7pzAscriptease7pzBscriptease7q0Cscriptease7q0Dscriptease7q1Escriptease7q1Fscriptease7q2Gscriptease7q2Hscriptease7q3Iscriptease7q3Jscriptease7q4Kscriptease7q4Lscriptease7q5Mscriptease7q5Nscriptease7q6Oscriptease7q6Pscriptease7q7Qscriptease7q7Rscriptease7q8Sscriptease7q8Tscriptease7q9Uscriptease7q9Vscriptease7qaWscriptease7qaXscriptease7qbYscriptease7qbZscriptease7qc[scriptease7qc\scriptease7qd]scriptease7qd^scriptease7qe_scriptease7qe`scriptease7qfascriptease7qfbscripteaseDATAcsolbluedsolwhiteesoundpalcusfstatue003gstatueeaterhstatue_animationistorepalcusjtriggerpalcuskundeadalllwaypointpalcusm)1)ax++gW1hlmA)յA R_(Z8 "kpw '.6DF+2I'YY fxn )? m'/''Nlsh HA .(N9a_Yb1=aL6^ l h 33k W; 0 ' Wwn:@ yKCM VyPZTjktx8qr| S  S -8e` H HU + y <"E{ GQ9)OUTW V3.28D xI,      - 9 EAppearanceLinkedToTemplateResRefTagLocalizedNameDescriptionHasMapNoteMapNoteMapNoteEnabledPaletteIDComment0to002from0from0 UTT V3.28DpEt)   @@ % )       - . / 0 1 ? @ ATagTemplateResRefLocalizedNameAutoRemoveKeyFactionCursorHighlightHeightKeyNameLinkedToLinkedToFlagsLoadScreenIDPortraitIdTypeTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeOnDisarmOnTrapTriggeredOnClickScriptHeartbeatScriptOnEnterScriptOnExitScriptUserDefinePaletteIDComment0to10to10to1 scriptease7pw ARE V3.28d 2 E H(    @ h     0 X        / 7   D 55 ^< ! "; #< $= %> &?'(D)*+, -./01(q)*+,-./01(s)*+,-./01()*+,- . /01()*+,-./01()*+,- . /01(r)*+,- . /01(x)*+,- . /01(v)*+, - . /01()*+,-./01( )*+,-./01( )*+,- . /01()*+, -./01()*+,-./01()*+,-./01()*+,- . /01IDCreator_IDVersionTagNameResRefCommentsExpansion_ListFlagsModSpotCheckModListenCheckMoonAmbientColorMoonDiffuseColorMoonFogAmountMoonFogColorMoonShadowsSunAmbientColorSunDiffuseColorSunFogAmountSunFogColorSunShadowsIsNightLightingSchemeShadowOpacityDayNightCycleChanceRainChanceSnowChanceLightningWindPowerLoadScreenIDPlayerVsPlayerNoRestWidthHeightOnEnterOnExitOnHeartbeatOnUserDefinedTilesetTile_ListTile_IDTile_OrientationTile_HeightTile_MainLight1Tile_MainLight2Tile_SrcLight1Tile_SrcLight2Tile_AnimLoop1Tile_AnimLoop2Tile_AnimLoop3Area001 1-Icon-Containerarea001tde01  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ GIC V3.284 -$%<        $  ,  % )Creature ListDoor ListCommentEncounter ListListSoundListStoreListTriggerListWaypointListPlaceable List CorridorDoor Tree - Normal GIT V3.280xy#* d( L6$(8HXhx(8HXhx 6 6 799  &  _      d ! "#$ %P&P'd()* + , - . / 0 1 2 3 4 5 6 789: ; <=@>@?@IA B CDEFGHIJ<KL M N O / 6P$?Q? RS$Q? R S$Q? RS$LQ@ R#S$Q@@ R,S$Q@@ R5S$Q@@ R?S$JQ@ RMS$Q@ RVS$>Q@ RbS$Q@ RpS$Q@ R~S$!Q@ RS$!Q@ RS$MQ@ RS$:Q@ RS$Q@ RS$!Q@ RS$!Q@ RS$FQ@ RS$GQ@ RS$Q@ RS$Q@ RS$Q@ RS$Q@ RS$QA R*S$;Q A R3S${Q@A R?S$!Q@A RHS$$QPA RVS$!QPA RdS$ QPA RrS$ QA RS$'QA RS$'QA RST@U]K>AVW=~I>?A@=>Q.?<==>F?<=yO9>Cb?M<X YZ[\]^$ 7   B _ `aT~@UMAV 7bH=c d       ! " #$d%&'()* +$ ,% -& .' /( 0) 1* 2+ 3, 4- 5. 6/efghi j0 k1=C B>CA? 7@~ 2 E j v  ! "#$% & '()* + , - . / 0 1 2 3 4 5 6efghi j k=,B>DA?@4̿     { ! "#$% & '()* + , - . / 0 1  2! 3" 4# 5$ 6%efghi j& k4=B>ЊCA? 7@ſlTUVbc? 5mJ B@ ^ n opqrstuvwxAreaPropertiesAmbientSndDayAmbientSndNightAmbientSndDayVolAmbientSndNitVolEnvAudioMusicBattleMusicDayMusicNightMusicDelayCreature ListDoor ListTagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedLinkedToLinkedToFlagsLoadScreenIDGenericTypeOnClickOnFailToOpenXYZBearingEncounter ListLocalizedNameActiveDifficultyDifficultyIndexMaxCreaturesPlayerOnlyRecCreaturesResetResetTimeRespawnsSpawnOptionOnEnteredOnExitOnExhaustedCreatureListCRResRefSingleSpawnXPositionYPositionZPositionGeometrySpawnPointListCommentListSoundListStoreListTriggerListWaypointListHasMapNoteMapNoteMapNoteEnabledXOrientationYOrientationPlaceable ListHasInventoryBodyBagStaticTypeUseableOnInvDisturbedOnUsedItemListBaseItemDescIdentifiedChargesCostStolenStackSizeAddCostIdentifiedModelPart1PropertiesListRepos_PosXRepos_Posy1to21to2k[This door is marked with the words "I will open only for the one who bears the Pageturner." door_ttr_0102to1Undead_Encounter!8Undead, All Group undeadall nw_skeleton nw_zombie01 nw_zombie02nw_ghoulnw_allip nw_shadow nw_zombtyrantnw_ghast nw_skelmage nw_skelpriest nw_zombwarr01 nw_zombwarr02 nw_curst003 nw_curst001 nw_ghoullordnw_mummy nw_wraith nw_curst004 nw_curst002 nw_skelwarr01 nw_skelwarr02 nw_spectrenw_revenant001 nw_shfiend nw_skelchiefnw_bodak nw_mumfightnw_mohrg nw_vampire001 nw_skeldevour nw_vampire004 nw_vampire002 nw_vampire003 nw_lich003 nw_lich0010to002from0from0 Tree - Normalo9plc_treePageturnersAura!Pageturner's Aura blueprintPageturnersRest!Pageturner's Rest9)This sarcophagus glows with a pure light. blueprint001 scriptease7pz pageturner Pageturnerk[Pageturner, a book that must be taken from its coffin in order to move on to the next room. Pageturner A  !"#$%&'()*+,-./0123456789:;<=>?@BCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~#  !"#$%&'()*+,-./ARE V3.28d 2 E H(    @ h     0 X        / 7   D 55 ^< ! "; #< $= %> &?'()*+, -./01()*+,-./01()*+, - . /01()*+, -./01()*+,- . /01()*+, -./01()*+,-./01(w)*+, -./01(9)*+, -./01(<)*+, - . /01()*+,- . /01(8)*+,-./01()*+,-./01(E)*+,- . /01(r)*+, - . /01()*+, -./01IDCreator_IDVersionTagNameResRefCommentsExpansion_ListFlagsModSpotCheckModListenCheckMoonAmbientColorMoonDiffuseColorMoonFogAmountMoonFogColorMoonShadowsSunAmbientColorSunDiffuseColorSunFogAmountSunFogColorSunShadowsIsNightLightingSchemeShadowOpacityDayNightCycleChanceRainChanceSnowChanceLightningWindPowerLoadScreenIDPlayerVsPlayerNoRestWidthHeightOnEnterOnExitOnHeartbeatOnUserDefinedTilesetTile_ListTile_IDTile_OrientationTile_HeightTile_MainLight1Tile_MainLight2Tile_SrcLight1Tile_SrcLight2Tile_AnimLoop1Tile_AnimLoop2Tile_AnimLoop3Area002 2-Icon-Perimeterarea003tde01  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ GIC V3.28 0$ `                $ + / 34 7 < ; _      Creature ListDoor ListCommentEncounter ListListSoundListStoreListTriggerListWaypointListPlaceable List DungeonExitWallDoor CorridorDoor Chest - 4 (High treasure script) Chest - 4 (High treasure script) Chest - 4 (High treasure script)Statue - Defaced4Bookshelf script (spawns in books or a mage scroll).Pillar Button - 2Pillar Button - 2Floor Lever - 1  GIT V3.28 %c ,4 A d( L5 55"P\ht" ,8DP" L6 $6 6 6 6 6 \ 6 4 699  &  _     , 9 ! ":#$>%P&P'()* +> ,? -@ .A /B 0C 1D 2E 3F 4G 5H 6I 7J89: ;R <S=pA>{B?@ T ` x   ! "#$ %P&P'()* + , - . / 0 1 2 3 4  5! 6" 7#89: ;' <(=pA>A?@ ) 1 I U a ! "b#$%P&P'()* +f ,g -h .i /j 0k 1l 2m 3n 4o 5p 6q 7r89: ; <= B>@?@?ABCD E$   FGH@@ " 789I   ! . 4 ; J K L MN{jAOW APQRST4U(V@AW<U^=VW<UVW<U3=V64@W<U V@W<   FGH@@ "' 7+89I   ! ./ 40 ;1 J2 K3 LA MONvAOAPQRSTLUJnV)W<Up@V2W<U@VW<UVW<UJnVܞ=W< P e FvGH@@ " 789I   ! . 4 ; J K L MNbAOBAPQRSTdU V-WA@U.VWA@UVWA@U?V@W<UV@W <X|$ 7   F Y Z[N4pAODAPQR?\   0  p ! "#$ %&'()* + , - . / 0 1 2 3 4 5 6]^_I` a b=ӨEA> A? 7@fE    < Cp ! "D#$ %&'()* +H ,I -J .Y /Z 0[ 1\ 2] 3l 4m 5n 6o]^_I` ap bq=A>&A? 7@(B r }   p ! "#$ %&'()* + , - .  /  0 1 2 3 4  5! 6"]^_I` a# b$=u@>JA?,7@fE@ % 4 V   ! "#$\%&'()* + , - . / 0 1 2 3 4 5 6]^_I` a b=%A>uLA? 7@fE@      ! "#$8%&'()* + , - . / 0 1 2 3 4 5 6]^_I` a b=A>A?7@    T ` ! "a#$%&'()* +e ,f -g .h /i 0j 1k 2l 3m 4n 5o 6p]^_I` aq b=3A>A? 7@(B@      ! "#$%&'()* + , - . / 0 1 2 3 4 5 6 ]^_I` a! b/= @>mA?$7@ 0 = \  | ! "#$%&'()* + , - . / 0 1 2 3 4 5 6]^_I` a b=4B>~@? 7@cYD@AreaPropertiesAmbientSndDayAmbientSndNightAmbientSndDayVolAmbientSndNitVolEnvAudioMusicBattleMusicDayMusicNightMusicDelayCreature ListDoor ListTagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedLinkedToLinkedToFlagsLoadScreenIDGenericTypeOnClickOnFailToOpenXYZBearingEncounter ListListSoundListStoreListTriggerListLocalizedNameCursorHighlightHeightTypeScriptHeartbeatScriptOnEnterScriptOnExitScriptUserDefineXPositionYPositionZPositionXOrientationYOrientationZOrientationGeometryPointXPointYPointZWaypointListHasMapNoteMapNoteMapNoteEnabledPlaceable ListHasInventoryBodyBagStaticUseableOnInvDisturbedOnUsed2to1Door door_ttr_0292to1ToStatueDooroThis door is firmly locked, but there is no keyhole. There is, however, a narrow slit that might take a blade. door_ttr_07 StatueEater2to32to3 door_ttr_08CryptPortcullis StatueAwakensstatue_animation StatueAwakens scriptease7q4BookPileTrigger book_flashBookPileTrigger scriptease7px scriptease7pyStatueDefeatCheckplot_token_check!StatueDefeatCheck scriptease8 eighty_spawn EightySpawn EightySpawnChest_3ChestU9EThis chest has the image of the defaced statue emblazoned on its lid.chest4nw_o2_classhignw_o2_classhigChest_3ChestU9EThis chest has the image of the defaced statue emblazoned on its lid.chest4nw_o2_classhignw_o2_classhigChest_3ChestU9EThis chest has the image of the defaced statue emblazoned on its lid.chest4nw_o2_classhignw_o2_classhig Statue_Evil9Defaced StatueQ9AThe crumbled statue still bears the shadow of its former dignity. statue0032hintB Book Piles8The books lay piled atop each other with little in the way of rhyme or reason, as if someone was interrupted while in the process of returning them to their place. bookpiles SpiderPillar\9 SpiderPillar]i9MThis pillar has a book-sized slot, and a relief carving of a spider above it. pllrbutton2 scriptease7q1 wrongpillar\9 ToothyPillarOi9?This pillar has a book-shaped hole with teeth lining the edges. pllrbutton003 scriptease7q0 lever2to3)9 Floor Lever^(9NA slender lever rises from the floor, controlling some unseen mechanism below. flrlever1 scriptease7q7 CR  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABDEFGHIJKLMNOPQSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~   UTP V3.28D44eY)4  8 D N   O   S T !U "V #W $X %Y &Z '[ (\ )] *^+,-./ 0_ 1`2 3aTagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedHasInventoryBodyBagStaticTypeUseableOnInvDisturbedOnUsedPaletteIDCommentPageturnersAura!Pageturner's Aura blueprint  !"#$%&'()*+,-./0123UTP V3.28D44}qA4  8 L Y  { Z   ^ _ !` "a #b $c %d &e 'f (g )h *i+,-./ 0j 1x2 3yTagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedHasInventoryBodyBagStaticTypeUseableOnInvDisturbedOnUsedPaletteIDCommentPageturnersRest!Pageturner's Rest blueprint001 scriptease7pz  !"#$%&'()*+,-./0123UTP V3.28D443'4  '    8  ! " # $ % & ' ( ) *+,-./ 0 12 3TagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedHasInventoryBodyBagStaticTypeUseableOnInvDisturbedOnUsedPaletteIDComment2hintB Book Piles8The books lay piled atop each other with little in the way of rhyme or reason, as if someone was interrupted while in the process of returning them to their place. bookpiles4Bookshelf script (spawns in books or a mage scroll).  !"#$%&'()*+,-./0123UTT V3.28DpntR  @@ A E       I J K L M [ i jTagTemplateResRefLocalizedNameAutoRemoveKeyFactionCursorHighlightHeightKeyNameLinkedToLinkedToFlagsLoadScreenIDPortraitIdTypeTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeOnDisarmOnTrapTriggeredOnClickScriptHeartbeatScriptOnEnterScriptOnExitScriptUserDefinePaletteIDCommentBookPileTrigger book_flashBookPileTrigger scriptease7px scriptease7py UTP V3.28D444  ) r {   |>  ! " # $ % & ' ( ) *+,-./ 0 12 3TagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedHasInventoryBodyBagStaticTypeUseableOnInvDisturbedOnUsedPaletteIDCommentBookPool Book PoolE95Instead of water, this fountain is filled with light.chest005nw_o2_classhignw_o2_classhig scriptease7qe Chest - 4 (High treasure script)  !"#$%&'()*+,-./0123UTP V3.28D444  $ }  p    ! " # $ % & ' ( ) *+,-./ 0 12 3TagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedHasInventoryBodyBagStaticTypeUseableOnInvDisturbedOnUsedPaletteIDCommentChest_3ChestU9EThis chest has the image of the defaced statue emblazoned on its lid.chest4nw_o2_classhignw_o2_classhig Chest - 4 (High treasure script)  !"#$%&'()*+,-./0123ITP V3.28AD(   H 8 (08@HPX`hpx $,4<HX`hpx (08@%&D'()* 89:\G"H#I$J%1p23456,- . 8 ;<=  PA  ' =@A F>+/?/ # B Q gPA tDCk E!K&'(*)!+#,  @ - (  @   >   > !"#$L.MAINSTRREFLISTIDNAMERESREFCRFACTIONRoger the Balordemon003HostileTina the Pit Fienddevil002HostileHerbert the Undead mumcleric001HostileRana gypfemale001CommonerEightyeightyMerchant Evil Statue evilstatueHostileHerbertherbertHostile  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~-7@  #$  !"%&()*+,'./01234658<=>?9:;UTC V3.28 aDF n z A:;<=>?@ABCDEFGHIJKLMNOPRSTU\]^   ,& 8      !:":#n$%&'()PA*+ , - . / 0 1  2/ 3> 4M 5\ 6k 7z 89:::::: :: : ::::::::::::::;`<<<!<-=t>x?|@A B C C CD ETemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableNoPermDeathBodyBagStartingPackageStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelEquip_ItemListEquippedResPaletteIDCommentdemon0030Roger the Balor0wWith their flaming wings and skull-like countenance, these demons are among the greatest and most feared of their kind.Rogernw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3nw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaultenw_it_crewsw001nw_it_crewpb009 it_creitem004  !"#$%&'()*+,-./0123456789QVWX[_`YZ UTW V3.28D xk,     * O [ gAppearanceLinkedToTemplateResRefTagLocalizedNameDescriptionHasMapNoteMapNoteMapNoteEnabledPaletteIDCommentdemonicappearancdemonicappearance!DemonicAppearance UTC V3.28!b\F   A:;<=>?@ABCDEFGHIJKLMNOPRSTU@\]^_   / ;      !:":#{$%&'(d)@A*+ , - . / 0, 1; 2J 3Y 4h 5w 6 7 89:::::::::::::::::::::::;`<<<<!=t>x?|@A B C C C CD ETemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableNoPermDeathBodyBagStartingPackageStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelEquip_ItemListEquippedResPaletteIDCommentdevil002" Tina the Pit Fiend Pit fiends are the undisputed leaders of the baatezu. They are large and powerful humanoids with nasty fangs that drip with a vile green liquid.Tinanw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3nw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaultenw_it_crewpsp005nw_it_crewpsp005x1_it_crewps001x1_it_creitem001  !"#$%&'()*+,-./0123456789QVWX[`aYZ  ITP V3.28&8O\$,4<DPX`hp| (    !"#$N4 ) 1 = E R ZODPT f xQRMAINSTRREFLISTIDNAMERESREF1to2 door_ttr_0102to3 door_ttr_08Door door_ttr_28Door door_ttr_029Door door_ttr_07From the Crypt door_grate  !"#$%  UTD V3.28D33~V"3  5 I T  U<< Y Z ![ "\ #] $^ %_ &` 'a (b )c *d +e,-. /i 0j1 2kTagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedLinkedToLinkedToFlagsLoadScreenIDGenericTypeOnClickOnFailToOpenPaletteIDCommentCryptPortcullisFrom the Crypt door_grateIron Portcullis  !"#$%&'()*+,-./012UTD V3.28D33k3       d  PPd  ! " # $ % & ' ( ) * +,-. / 01 2TagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedLinkedToLinkedToFlagsLoadScreenIDGenericTypeOnClickOnFailToOpenPaletteIDComment1to21to2k[This door is marked with the words "I will open only for the one who bears the Pageturner." door_ttr_0102to1 CorridorDoor  !"#$%&'()*+,-./012UTD V3.28D33c;3   , 9  :>PP > ? !@ "A #B $C %D &E 'F (G )H *I +J,-. /R 0S1 2TTagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedLinkedToLinkedToFlagsLoadScreenIDGenericTypeOnClickOnFailToOpenPaletteIDComment2to1Door door_ttr_0292to1 DungeonExit  !"#$%&'()*+,-./012UTD V3.28D333  $       PP  ! " # $ % & ' ( ) * +,-. / 01 2TagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedLinkedToLinkedToFlagsLoadScreenIDGenericTypeOnClickOnFailToOpenPaletteIDCommentToStatueDooroThis door is firmly locked, but there is no keyhole. There is, however, a narrow slit that might take a blade. door_ttr_07 StatueEaterWallDoor  !"#$%&'()*+,-./012UTD V3.28D33_73   , 8    9PP = > !? "@ #A $B %C &D 'E (F )G *H +I,-. /M 0N1 2OTagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedLinkedToLinkedToFlagsLoadScreenIDGenericTypeOnClickOnFailToOpenPaletteIDComment2to32to3 door_ttr_08 CorridorDoor  !"#$%&'()*+,-./012UTD V3.28D33b:3   , 8  9>PP = > !? "@ #A $B %C &D 'E (F )G *H +I,-. /Q 0R1 2STagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedLinkedToLinkedToFlagsLoadScreenIDGenericTypeOnClickOnFailToOpenPaletteIDComment2to1Door door_ttr_281to2 DungeonExit  !"#$%&'()*+,-./012UTC V3.28cPJ cS o B:;<=>?@ABCDEFGHIJKLMNOPRS@^_`   !. 5 A K   V ZW       !"#$%&'2(2)@*+ ,^ -m .| / 0 1 2 3 4 5 6 7 89:::::::::::::::::::::::;`<<!=l>p?t@AB| C!DEF G- G> GOH I_TemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableNoPermDeathBodyBagStartingPackageStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelItemListInventoryResRepos_PosXRepos_PosyEquip_ItemListEquippedResPaletteIDCommenteightyEightyeighty give_swordnw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3nw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulte statueeaternw_it_crewpsp005nw_it_crewpsp005nw_it_crewps005  !"#$%&'()*+,-./0123456789QTUVY]abWXZ[\ UTW V3.28D x[,      ? K WAppearanceLinkedToTemplateResRefTagLocalizedNameDescriptionHasMapNoteMapNoteMapNoteEnabledPaletteIDComment eighty_spawn EightySpawn EightySpawn ITP V3.28  ld<$,4<DLT\   $ !"#$MAINSTRREFIDLISTNAMERESREFUndead, All Group undeadall   DLG V3.28y8 x $ L t    8 \h        ) Q R V W [  n           (     X f z {0     0 > R S8 W  j 0 > R S<@  W    P         X    k l p q` u l  DelayEntryDelayReplyNumWordsEndConversationEndConverAbortPreventZoomInEntryListSpeakerAnimationAnimLoopTextScriptDelayCommentSoundQuestRepliesListIndexActiveIsChildReplyListEntriesListStartingList nw_walk_wp nw_walk_wpRana_Questender$Now is not the time!Rana_Questender You made it!%{SEZ%{61%}SEZ%}Rana_QuestenderRight after you went through there was a terrible noise, and the earth tore itself open. Nothing has happened since, but I can't bring myself to look into that pit. I think I hear screams.Rana_QuestenderNow you receive the reward I believe you deserve. Take Pageturner and place it in the pool of light where it will be protected from its former captors. scriptease7qa%{SEZ%{62%}SEZ%}Rana_QuestenderI do not govern rewards, the spider that you met within the crypt does. She has said that you deserve no more, I - No! They are coming! scriptease7qc%{SEZ%{64%}SEZ%}Rana_QuestenderI do not govern rewards, the spider that you met within the crypt does. She has said that you deserve more, as you have a courteous tongue. Take this, I - No! They are coming! scriptease7q9%{SEZ%{63%}SEZ%}8(What happened here? Where is the portal?cSThank you for staying here anyway. I have Pageturner here; what happens to it now?WGI trust there is a further reward upon placing the book into the light? scriptease7qb scriptease7q8Lt  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrsuvwx    UTC V3.28`,F h  A:;<=>?@ABCDEFGHIJKLMNOPRS@Z[\]   *\ > J X   Y ]        !"#$%&'2(2)>*+ ,a -p . / 0 1 2 3 4 5 6 7 89:::::::::::::::::::::::;`<<!=l>p?t@ AB| C# C3 CC CSD EdTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableNoPermDeathBodyBagStartingPackageStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelEquip_ItemListEquippedResPaletteIDComment evilstatue Evil Statue EvilStatuenw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5 scriptease7q6nw_c2_default8nw_c2_default3nw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaultenw_it_crewpb001nw_it_crewpb001nw_it_crewpb001nw_it_creitemcon  !"#$%&'()*+,-./0123456789QTUVY^_WX UTP V3.28D444  ,   |   ! " # $ % & ' ( ) *+,-./ 0 12 3TagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedHasInventoryBodyBagStaticTypeUseableOnInvDisturbedOnUsedPaletteIDComment lever2to3)9 Floor Lever^(9NA slender lever rises from the floor, controlling some unseen mechanism below. flrlever1 scriptease7q7Floor Lever - 1  !"#$%&'()*+,-./0123DLG V3.28d0 ty $ L t   ( P\     4@ dl       [ \ ` a e  x            ,     3    4     < = A B< F G  Z    D L   A B F Gh K  L    p       x   S T X Y| ]  ^             DelayEntryDelayReplyNumWordsEndConversationEndConverAbortPreventZoomInEntryListSpeakerAnimationAnimLoopTextScriptDelayCommentSoundQuestRepliesListIndexActiveIsChildReplyListEntriesListStartingList nw_walk_wp nw_walk_wp=-What, you got lead boots? Put some jam on it!Rana_Questgiver4$I knew you'd come, ! scriptease7pu%{SEZ%{58%}SEZ%}Rana_Questgiver%I'm very grateful. I need you to retrieve Pageturner from this crypt. Getting into the crypt is almost impossible, but I found a weak spot in its defenses; there's the portal. You should be able to get back out through this door behind me; it seems to be barred from within.Rana_QuestgiverYou know I can't discuss that here. Please go, I'm worried about how long that portal will stay open - that smoke's making me nervous. Good luck, .Rana_Questgiver.Do? Go and get Pageturner! You know our instructions as well as I do. I've managed to open a portal over there. Uh, just ignore the smoke, I'm sure it's nothing. And, for your information, you have the manners of a goblin that never had the benefit of an upbringing in polite society.Rana_QuestgiverWhat's important about it is that you've been instructed to go and get it. You know you're going to be rewarded, now get going.D4Of course I came. I heard you needed my help, Rana.5%What's so important about Pageturner?Thanks.Yeah, yeah. I'm here to rescue you once again. What would you do without me, I wonder? Die probably. Anyway, what do you want me to do?5%What's so important about Pageturner?Right. scriptease7pvU  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~    DLG V3.28 S(>f L T $ L t    0<Dh       h i m n r  | M [ o p t u v        $    Y Z ^ _(,  c    8    $ % ) *@ .H / =DelayEntryDelayReplyNumWordsEndConversationEndConverAbortPreventZoomInEntryListSpeakerAnimationAnimLoopTextScriptDelayCommentSoundQuestRepliesListIndexActiveIsChildReplyListEntriesListStartingList nw_walk_wp nw_walk_wpJ:I have given you all the aid I can, . Leave me be.eightyYou have the book. I know your quest, , and I am compelled to aid you however I can. Beyond this door is a foe that is beyond you, but you can defeat it with the aid of this sword. scriptease7q3%{SEZ%{59%}SEZ%}eightypThis door will open for you now. May you suffer nothing worse than non-fatal evisceration. And nothing better.eighty=-This door will open for you now. Fight well.o_Wow, I've seen some ugly things in my time, but YOU are the ugliest so far. Stay away from me. scriptease7q5%{SEZ%{60%}SEZ%}"You are very kind. scriptease7q25N  !"#$%&'()*+,-./012346789:;<=>?@ABCDEFGHIJKLMOPQR   UTC V3.28' ~I e yA:;<=>?@ABCDEFGHIJKLMNOPRS(4@LXdp|{   %P 1 m         ! " # $%&'2(2)@*+ , - . / 0 1 2 3 4  5 6( 77 8F9:::::::::::::::::::::::;`<<(=l>p?@A?@A?@A?@A?@A?@A?@A?@A?@A?@A?@ABCDE FUG, HaTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableNoPermDeathBodyBagStartingPackageStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListSpellSpellFlagsSpellCasterLevelClassListClassClassLevelEquip_ItemListEquippedResPaletteIDComment gypfemale001'1Rana8(This woman is impossible to say "no" to.Rana_Questgiver end_questnw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3nw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulte nw_cloth013  !"#$%&'()*+,-./0123456789QTUwz|}VWXYZ[\]^_`abcdefghijklmnopqrstuvxy   !"#$%&UTC V3.28^F\ O  A:;<=>?@ABCDEFGHIJKLMNOPR@YZ[   # 7 C N   O S      !"#$%&'2(2)>*+ ,W -f .u / 0 1 2 3 4 5 6 7 8 9:::::::::::::::::::::::;`<!=h>l?p@ ABx C C+ C;D EKTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableNoPermDeathBodyBagStartingPackageStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelEquip_ItemListEquippedResPaletteIDCommentherbertHerbertHerbertnw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3nw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaultenw_it_crewpsp001nw_it_crewps001nw_it_crewpp001  !"#$%&'()*+,-./0123456789QSTUX\]VW ITP V3.28S \  (08@HPX`hpx (0<DLT\dlt| $,4<DLT\dlt|O S  :T@ U V WP7X ?;l   " 688x< D UYZ[9]^_\+ab6 ` n y  !"#$L5defg(j hik8l!m"n#o$+%p&Tq'r(s)t*=w.x/ylz0{1|23|v+,->4MAINSTRREFLISTIDNAMERESREFBalor Properties it_creitem002Balor Properties it_creitem004 Battered Book it_book033 Pageturner pageturner Statue Eater statueeater  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ &)/0  "#$% !'(*+,-. 159@FGHLMR234678:;<=>?ABCDEIJKNOPQUTI V3.28D 3SD J  ,       < /TemplateResRefBaseItemLocalizedNameDescriptionDescIdentifiedTagChargesCostStolenStackSizePlotAddCostIdentifiedModelPart1PropertiesListPaletteIDComment it_book0332 Battered Book2This book has been severely abused, it is slashed and scorched, most of the pages are torn, and the covers are hanging on with a few threads. You can make out a few words: "Beware the Pillar of Teeth, for it is the resting place of a mighty Toothless One...ferocious and mighty...Guardian cannot be harmed without wielding the sword...Watcher will appear when he sees the Book placed in his pillar..." Even as you read these words, the book crackles and smokes.Pageturner_Lore UTI V3.28B0b D`| I  2 > JB   ddd d d%d'  d ^TemplateResRefBaseItemLocalizedNameDescriptionDescIdentifiedTagChargesCostStolenStackSizePlotAddCostIdentifiedModelPart1PropertiesListPropertyNameSubtypeCostTableCostValueParam1Param1ValueChanceAppearPaletteIDComment it_creitem002 3Balor PropertiesNW_IT_CREITEM020 @A !"#$%&'()*+,-./0123456789:;<=>?UTI V3.28B0b D`| I  2 > JB   ddd d d%d'  d ^TemplateResRefBaseItemLocalizedNameDescriptionDescIdentifiedTagChargesCostStolenStackSizePlotAddCostIdentifiedModelPart1PropertiesListPropertyNameSubtypeCostTableCostValueParam1Param1ValueChanceAppearPaletteIDComment it_creitem004 3Balor PropertiesNW_IT_CREITEM020 @A !"#$%&'()*+,-./0123456789:;<=>?// Derivative of CreateObject that can be placed on an action queue. void SE_AUX_CreateObject(int objectType, string blueprint, location loc) { CreateObject(objectType, blueprint, loc); } // Derivative of CreateItemOnObject that can be placed on an action queue. void SE_AUX_CreateItemOnObject(string blueprint, object target) { CreateItemOnObject(blueprint, target); } // Function that determines if a one-time situation should run. int SE_AUX_Once(string var, int nEntities, int shouldDelete) { string instvar = var + "_ninst"; int nInstances = GetLocalInt(GetModule(), instvar ); int bFound = FALSE; /* linear search expecting this not to happen too often for any * one var. */ int i,j; for( i = 0; i < nInstances; ++i ) { int b_iMatches = TRUE; for( j = 0; j < nEntities; ++j ) { string vij = var + "_" + IntToString(i) + "_" + IntToString(j); string vej = var + "_" + IntToString(j); if( GetLocalObject(GetModule(), vij) != GetLocalObject(OBJECT_SELF, vej) ) { b_iMatches = FALSE; break; } } // for j if( b_iMatches == TRUE ) { bFound = TRUE; break; } } // for i if( bFound != TRUE ) { // record this set of entities. for( j = 0; j < nEntities; ++j ) { string vij = var + "_" + IntToString(nInstances) + "_" + IntToString(j); string vej = var + "_" + IntToString(j); SetLocalObject( GetModule(), vij, GetLocalObject(OBJECT_SELF, vej) ); } // Increment count of previous occurrence set. SetLocalInt( GetModule(), instvar, nInstances + 1 ); } /* regardless of whether this set of entities already existed, delete * the input array. */ if( shouldDelete ) { for( j = 0; j < nEntities; ++j ) { string vej = var + "_" + IntToString(j); DeleteLocalObject( OBJECT_SELF, vej ); } } // May proceed if no previous sets were found. return ! bFound; } IFO V3.28t1.S(-+,-.   4 > J @ I@ 75 9?2T? \ W X Y Z [ \ ] ^ _ !` "l #x $y % & '()* + + + +, -$Mod_IDMod_MinGameVerMod_Creator_IDMod_VersionExpansion_PackMod_NameMod_TagMod_DescriptionMod_IsSaveGameMod_Entry_AreaMod_Entry_XMod_Entry_YMod_Entry_ZMod_Entry_Dir_XMod_Entry_Dir_YMod_Expan_ListMod_DawnHourMod_DuskHourMod_MinPerHourMod_StartMonthMod_StartDayMod_StartHourMod_StartYearMod_XPScaleMod_OnHeartbeatMod_OnModLoadMod_OnModStartMod_OnClientEntrMod_OnClientLeavMod_OnActvtItemMod_OnAcquirItemMod_OnUsrDefinedMod_OnUnAqreItemMod_OnPlrDeathMod_OnPlrDyingMod_OnPlrLvlUpMod_OnSpawnBtnDnMod_OnPlrRestMod_OnCutsnAbortMod_StartMovieMod_CutSceneListMod_GVar_ListMod_Area_listArea_NameMod_HakListMod_CacheNSSListq! 26-1.30MazeMODULE questisgiven nw_o0_death nw_o0_dying nw_o0_respawnarea001area003 questisgiven questisover  !"#$%&'()*/0UTC V3.289 NA:;<=>?@ABCDEFGHIJKLMNOPRSTUVWXYZ[0<HT`lx   3 ?       !B"B#N$%&'()PA*+ , - . / 0 1 2  3 4' 56 6E 7T 8c9::::::: ::::::::::: :::::;`<<<<<<< <(<&<!=>?@ABCDCDE?!F@?dF@?dF@?dF@?F@?F@G?F@? F@? F@?.F@H?F@?"F@?"F@?SF@?F@I?F@?#F@?)F@J Kr KL MTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableNoPermDeathBodyBagStartingPackageStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListSpellSpellFlagsSpellCasterLevelClassListClassClassLevelMemorizedList0SpellMetaMagicMemorizedList1MemorizedList2MemorizedList3Equip_ItemListEquippedResPaletteIDComment mumcleric001" Herbert the UndeadQl1AHerbert looks the worse for wear, but also looks bent on revenge.Herbert_Undeadnw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3nw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaultenw_it_crewpb008nw_it_creitemun3  !"#$%&'()*+,-./0123456789Q\]a^_`bcdefyghijklmnopqrstuvwxz{|}~   !"#$%&'()*+,-./012345678UTI V3.28D D J  )      6 TemplateResRefBaseItemLocalizedNameDescriptionDescIdentifiedTagChargesCostStolenStackSizePlotAddCostIdentifiedModelPart1PropertiesListPaletteIDComment pageturner Pageturnerk[Pageturner, a book that must be taken from its coffin in order to move on to the next room. Pageturner UTW V3.28D xc,     % G S _AppearanceLinkedToTemplateResRefTagLocalizedNameDescriptionHasMapNoteMapNoteMapNoteEnabledPaletteIDCommentpageturnerauraPageturnerAuraPageturnerAura ITP V3.28|8|!y|  (08@HPX`hpx,  ~4  * 4 A J S Z i s     8    T !"#$ }l      MAINSTRREFIDLISTNAMERESREFDefaced Statue statue003 Book Piles bookpiles Book Poolchest005Chestchest4 Floor Lever flrlever1Pageturner's Rest blueprint001 SpiderPillar pllrbutton2 ToothyPillar pllrbutton003 IlluminationsolwhitePageturner's Aura blueprintShaft of Lightsolblue  !"#$%&'()*+,-./01234567   UTP V3.28D444  /      ! " # $ % & ' ( ) *+,-./ 0 12 3TagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedHasInventoryBodyBagStaticTypeUseableOnInvDisturbedOnUsedPaletteIDComment wrongpillar\9 ToothyPillarOi9?This pillar has a book-shaped hole with teeth lining the edges. pllrbutton003 scriptease7q0Pillar Button - 2  !"#$%&'()*+,-./0123UTP V3.28D444  0      ! " # $ % & ' ( ) *+,-./ 0 12 3TagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedHasInventoryBodyBagStaticTypeUseableOnInvDisturbedOnUsedPaletteIDComment SpiderPillar\9 SpiderPillar]i9MThis pillar has a book-sized slot, and a relief carving of a spider above it. pllrbutton2 scriptease7q1Pillar Button - 2  !"#$%&'()*+,-./0123ARE V3.28d 2 \ H(    @ h     0 X        4 A    dd 22d22dh~2 ! "E #S $T %U &V'(E)*+,-./01()*+,-./01(?)*+,-./01(C)*+,-./01()*+,-./01()*+,-./01(F)*+,-./01(=)*+,-./01()*+,-./01()*+,-./01()*+,-./01()*+,-./01(B)*+,-./01()*+,-./01(X)*+,-./01(X)*+,-./01IDCreator_IDVersionTagNameResRefCommentsExpansion_ListFlagsModSpotCheckModListenCheckMoonAmbientColorMoonDiffuseColorMoonFogAmountMoonFogColorMoonShadowsSunAmbientColorSunDiffuseColorSunFogAmountSunFogColorSunShadowsIsNightLightingSchemeShadowOpacityDayNightCycleChanceRainChanceSnowChanceLightningWindPowerLoadScreenIDPlayerVsPlayerNoRestWidthHeightOnEnterOnExitOnHeartbeatOnUserDefinedTilesetTile_ListTile_IDTile_OrientationTile_HeightTile_MainLight1Tile_MainLight2Tile_SrcLight1Tile_SrcLight2Tile_AnimLoop1Tile_AnimLoop2Tile_AnimLoop3 QuestisGiven 0-Quest is Given questisgiven scriptease7qfttf01  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ GIC V3.28  )$ 8      $ , 0 Creature ListCommentDoor ListEncounter ListListSoundListStoreListTriggerListWaypointListPlaceable ListIron Portcullis Dust Plume GIT V3.28?,#& ,D d( LD\KLMNOPQRSTUVWXYZ[\]^_`bcdp|+5x ,<HT`lx" $0< H635  # _  BA A q<:}@>   %P 1 m    !"#$%&'( )* + , -. /01 2 345672829@:; < = > ? @ A B C D  E F) G8 HGIJJJJJJJJJJJJJJJJJJJJJJJKhLL(MtNxOPQOPQOPQOPQOPQOPQOPQOPQOPQOPQOPQRSTS T U   ? VV Wb n Xz YZ[\#]^_`a b cde f2ghijk l mnopqrst u'v'wx  y  z{ %|#}~ <<               BAɿ  W $|< 1 2 3 4 5V> 6W> AS@@ LT@@ YU@@ dR@ o ՜B vA Ͻ=F=<Q<Q)>xI@<XϽNN@F= |    Wz|@@        <   G B )A Rx ?Ϫ?=P ??c??a= ?8<  y  z{ %|#}~             '  J BnA ?AreaPropertiesAmbientSndDayAmbientSndNightAmbientSndDayVolAmbientSndNitVolEnvAudioMusicBattleMusicDayMusicNightMusicDelayCreature ListXPositionYPositionZPositionXOrientationYOrientationTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableNoPermDeathBodyBagStartingPackageStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListSpellSpellFlagsSpellCasterLevelClassListClassClassLevelEquip_ItemListBaseItemLocalizedNameDescIdentifiedChargesCostStolenStackSizeAddCostIdentifiedArmorPart_RFootArmorPart_LFootArmorPart_RShinArmorPart_LShinArmorPart_LThighArmorPart_RThighArmorPart_PelvisArmorPart_TorsoArmorPart_BeltArmorPart_NeckArmorPart_RFArmArmorPart_LFArmArmorPart_RBicepArmorPart_LBicepArmorPart_RShoulArmorPart_LShoulArmorPart_RHandArmorPart_LHandLeather1ColorLeather2ColorCloth1ColorCloth2ColorMetal1ColorMetal2ColorPropertiesListDoor ListLocNameAutoRemoveKeyCloseLockDCFactionKeyRequiredLockableLockedOpenLockDCTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedLinkedToLinkedToFlagsLoadScreenIDGenericTypeOnClickOnFailToOpenXYZBearingEncounter ListActiveDifficultyDifficultyIndexMaxCreaturesPlayerOnlyRecCreaturesResetResetTimeRespawnsSpawnOptionOnEnteredOnExitOnExhaustedCreatureListCRResRefSingleSpawnGeometrySpawnPointListCommentListSoundListStoreListTriggerListCursorHighlightHeightTypeScriptOnEnterScriptOnExitZOrientationPointXPointYPointZWaypointListPlaceable ListHasInventoryStaticUseableOnInvDisturbedOnUsed gypfemale003'1Rana8(This woman is impossible to say "no" to.Rana_Questgiver give_questnw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3nw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulte nw_cloth013r2 NW_CLOTH013 PortcullisDoor nw_door_grate NW_GOBLINGRP8 Goblin Group nw_goblingrp nw_goblina nw_goblinb nw_gobchiefb nw_gobwiza nw_gobwizb nw_gobchiefa0to10to10to1 scriptease7pw Dust Plume9 plc_dustplume 0123hi  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIadeJ/fghijklmnopqrstuvwxyz{|}~.      !"#$%&'()*+,-456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefgjklmnopqrstuvwxyz{|}~   !"#$%&'()*+,-./0123456789:;<=>ARE V3.28d 2 M H(    @ h     0 X        3 ?    dd 22d22dh~2 ! "C #D $E %F &G'(E)*+,-./01(;)*+,-./01()*+,-./01(y)*+,-./01()*+,-./01()*+,-./01({)*+,-./01(|)*+,-./01()*+,-./01()*+,-./01()*+,-./01()*+,-./01(B)*+,-./01()*+,-./01(X)*+,-./01(X)*+,-./01IDCreator_IDVersionTagNameResRefCommentsExpansion_ListFlagsModSpotCheckModListenCheckMoonAmbientColorMoonDiffuseColorMoonFogAmountMoonFogColorMoonShadowsSunAmbientColorSunDiffuseColorSunFogAmountSunFogColorSunShadowsIsNightLightingSchemeShadowOpacityDayNightCycleChanceRainChanceSnowChanceLightningWindPowerLoadScreenIDPlayerVsPlayerNoRestWidthHeightOnEnterOnExitOnHeartbeatOnUserDefinedTilesetTile_ListTile_IDTile_OrientationTile_HeightTile_MainLight1Tile_MainLight2Tile_SrcLight1Tile_SrcLight2Tile_AnimLoop1Tile_AnimLoop2Tile_AnimLoop3 QuestisGiven3-Quest is Over questisoverttf01  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ GIC V3.28  X$ P             (   4 # 1 U c q Creature ListCommentDoor ListEncounter ListListSoundListStoreListTriggerListWaypointListPlaceable ListIron Portcullis Dust Plume Chest - 4 (High treasure script) Dust Plume Dust Plume Dust Plume Dust Plume  GIT V3.289,!,-1]2 <  d( LDJKLMNOPQRSTUVWXYZ[\]^_`bc\ht+5p"(4l 6 |6 T6 ,6 6 635  # _  ,A ږA p3<{?*G>   %P 1 m    !"#$%&'( )* + , -. /01 2 345672829@:; < = > ? @ A B C D  E F( G7 HFIJJJJJJJJJJJJJJJJJJJJJJJKhLL(MtNxOPQOPQOPQOPQOPQOPQOPQOPQOPQOPQOPQRSTS T U   ? UV Wa m Xy YZ[\#]^_`a b cde f2ghijk l mnopqrst u'v'wx  y  z{ %|#}~ <<               BAɿ   Wz|@@ 5 9   = > ? <@ A O GP =M</@  >p}&A[<|@I@M< Q U f W{   A A !]>^?    W   VA 5A 7^?]  y% 1 =z{ K%|#}~ L P Q R S T U V W X Y Z [' \ ]J BnA ? ^ yj  z{ %|#}~ >            '  }`APA 7~?@ABCDEFGHIadefghijklmnopqrstuvwxyz{|}~      !"#%&'()*+,-./0123456789:;<=>?@BCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~   !"#$%&'()*+,-./012345678FAC V3.28pM 54l< $0DP\ht     (     )222dd2d2dd2ddFactionListFactionParentIDFactionNameFactionGlobalRepListFactionID1FactionID2FactionRepPCHostileCommonerMerchantDefender  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKL UTT V3.28DpRt6  @@ 2 6       : ; < = > L M NTagTemplateResRefLocalizedNameAutoRemoveKeyFactionCursorHighlightHeightKeyNameLinkedToLinkedToFlagsLoadScreenIDPortraitIdTypeTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeOnDisarmOnTrapTriggeredOnClickScriptHeartbeatScriptOnEnterScriptOnExitScriptUserDefinePaletteIDCommentSafeArea safe_areaSafeArea scriptease7qd NCS V1.0B  "SE_PLOT_TOKEN_3873         : //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_GivePlotToken(string param_1, object param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_GivePlotToken(string param_1, object param_2) { SetLocalObject(GetModule(), param_1, param_2); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_1(); void Theseactionswillbeperformedaddactionsordeletethissitutation_1() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object PCSpeaker_SE0; object ObjectSpeaker_SE1; // After give_quest.dlg:1:1 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the give_quest.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the give_quest.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the give_quest.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Assign QuestGiven to PC Speaker SE_Ac_GivePlotToken("SE_PLOT_TOKEN_3873", PCSpeaker_SE0); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_1(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B T,2  j",FVam SE_ONCE_4438_0#: SE_ONCE_4438_1#: SE_ONCE_4438!,>           _ninst#3  _#\#_#\#_#\#66 ",,$  ,,$k  _#\#_#\#_#\#6:$7 7 g_#\# $" //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_0(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_0() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; // Display text for give_quest.dlg:1:1 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the give_quest.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the give_quest.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the give_quest.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { SetLocalObject(OBJECT_SELF, "SE_ONCE_4438" + "_0", PCSpeaker_SE0); SetLocalObject(OBJECT_SELF, "SE_ONCE_4438" + "_1", ObjectSpeaker_SE1); if( SE_AUX_Once("SE_ONCE_4438", 2, TRUE ) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_0() ) return TRUE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return FALSE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0Bh  "SE_PLOT_TOKEN_3873Xfrom0     6 "    ,   //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_ShowImpactVisualEffectOnUsableObject(int param_1, object param_2); int SE_Df_OwnsPlotToken(object param_1, string param_2); object SE_Df_PerimeterEnterer(object param_1); void SE_Ac_JumpNearObject(object param_1, object param_2); int SE_Ev_PerimeterOnEnter(object param_1); int SE_Co_IsPositive(int param_1); void SE_Ac_ShowImpactVisualEffectOnUsableObject(int param_1, object param_2) { effect veffect = EffectVisualEffect(param_1); ApplyEffectToObject(DURATION_TYPE_INSTANT, veffect, param_2); } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } object SE_Df_PerimeterEnterer(object param_1) { return GetEnteringObject(); } void SE_Ac_JumpNearObject(object param_1, object param_2) { AssignCommand(param_1, JumpToObject(param_2)); } int SE_Ev_PerimeterOnEnter(object param_1) { return TRUE; } int SE_Co_IsPositive(int param_1) { return param_1; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Enterperimeteraddactions_2(); void Enterperimeteraddactions_2() { // The following are all of the variables used in this situation object Enterer_SE1; object _0to1_SE0; int Owns_SE2; object from0_SE3; // This script is attached to the following object's OnEnter script slot _0to1_SE0 = OBJECT_SELF; // When a creature enters 0to1 if( ! SE_Ev_PerimeterOnEnter(_0to1_SE0) ) return; // Define Enterer as the creature that just entered 0to1 Enterer_SE1 = SE_Df_PerimeterEnterer(_0to1_SE0); // Define Owns as whether Enterer owns plot token QuestGiven Owns_SE2 = SE_Df_OwnsPlotToken(Enterer_SE1, "SE_PLOT_TOKEN_3873"); // Main code body - checks conditions and executes actions // If Owns is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(Owns_SE2) ) { // Get the object with tag "from0" from0_SE3 = GetObjectByTag("from0"); // Enterer jumps near from0 SE_Ac_JumpNearObject(Enterer_SE1, from0_SE3); // Show the Death Ward impact visual effect on Enterer SE_Ac_ShowImpactVisualEffectOnUsableObject(VFX_IMP_DEATH_WARD, Enterer_SE1); } } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Enterperimeteraddactions_2(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B3  " PageturnerZ2hint it_book033      "      //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" object SE_Ac_CreateItemInContainer(string param_1, object param_2); object SE_Df_PerimeterEnterer(object param_1); int SE_Ev_PerimeterOnEnter(object param_1); int SE_Co_IsPositive(int param_1); int SE_Df_HasItem(object param_1, object param_2); object SE_Ac_CreateItemInContainer(string param_1, object param_2) { return CreateItemOnObject(param_1, param_2); } object SE_Df_PerimeterEnterer(object param_1) { return GetEnteringObject(); } int SE_Ev_PerimeterOnEnter(object param_1) { return TRUE; } int SE_Co_IsPositive(int param_1) { return param_1; } int SE_Df_HasItem(object param_1, object param_2) { return GetItemPossessor(param_2) == param_1; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Enterperimeteraddactions_5(); void Enterperimeteraddactions_5() { // The following are all of the variables used in this situation object BookPileTrigger_SE0; object CreatedItem_SE5; object Enterer_SE1; object Pageturner_SE2; int HasItem_SE3; object BookPiles_SE4; // This script is attached to the following object's OnEnter script slot BookPileTrigger_SE0 = OBJECT_SELF; // When a creature enters BookPileTrigger if( ! SE_Ev_PerimeterOnEnter(BookPileTrigger_SE0) ) return; // Define Enterer as the creature that just entered BookPileTrigger Enterer_SE1 = SE_Df_PerimeterEnterer(BookPileTrigger_SE0); // Get the object with tag "Pageturner" Pageturner_SE2 = GetObjectByTag("Pageturner"); // Define Has Item as whether Enterer has Pageturner HasItem_SE3 = SE_Df_HasItem(Enterer_SE1, Pageturner_SE2); // Main code body - checks conditions and executes actions // If Has Item is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(HasItem_SE3) ) { // Get the object with tag "2hint" BookPiles_SE4 = GetObjectByTag("2hint"); // Create Created Item from Battered Book and place it in Book Piles CreatedItem_SE5 = SE_Ac_CreateItemInContainer("it_book033", BookPiles_SE4); } } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Enterperimeteraddactions_5(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BW  " PageturnerP2hint<      "      //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_ShowImpactVisualEffectOnUsableObject(int param_1, object param_2); int SE_Ev_PerimeterOnExit(object param_1); void SE_Ac_DestroyObject(object param_1); int SE_Co_IsPositive(int param_1); int SE_Df_HasItem(object param_1, object param_2); object SE_Df_PerimeterExiter(object param_1); void SE_Ac_ShowImpactVisualEffectOnUsableObject(int param_1, object param_2) { effect veffect = EffectVisualEffect(param_1); ApplyEffectToObject(DURATION_TYPE_INSTANT, veffect, param_2); } int SE_Ev_PerimeterOnExit(object param_1) { return TRUE; } void SE_Ac_DestroyObject(object param_1) { DestroyObject(param_1); } int SE_Co_IsPositive(int param_1) { return param_1; } int SE_Df_HasItem(object param_1, object param_2) { return GetItemPossessor(param_2) == param_1; } object SE_Df_PerimeterExiter(object param_1) { return GetExitingObject(); } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Exitperimeteraddactions_6(); void Exitperimeteraddactions_6() { // The following are all of the variables used in this situation object BookPileTrigger_SE0; object Pageturner_SE2; int HasItem_SE3; object Exiter_SE1; object BookPiles_SE4; // This script is attached to the following object's OnExit script slot BookPileTrigger_SE0 = OBJECT_SELF; // When a creature exits BookPileTrigger if( ! SE_Ev_PerimeterOnExit(BookPileTrigger_SE0) ) return; // Define Exiter as the creature that just exited BookPileTrigger Exiter_SE1 = SE_Df_PerimeterExiter(BookPileTrigger_SE0); // Get the object with tag "Pageturner" Pageturner_SE2 = GetObjectByTag("Pageturner"); // Define Has Item as whether Exiter has Pageturner HasItem_SE3 = SE_Df_HasItem(Exiter_SE1, Pageturner_SE2); // Main code body - checks conditions and executes actions // If Has Item is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(HasItem_SE3) ) { // Get the object with tag "2hint" BookPiles_SE4 = GetObjectByTag("2hint"); // Destroy Book Piles SE_Ac_DestroyObject(BookPiles_SE4); // Show the Flame I impact visual effect on Book Piles SE_Ac_ShowImpactVisualEffectOnUsableObject(VFX_IMP_FLAME_M, BookPiles_SE4); } } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Exitperimeteraddactions_6(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  N"8OR Pageturner,LjPageturnersAura21to2 `   \  a   #     D //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" object SE_Df_ContainerDisturber(object param_1, int param_2); void SE_Ac_DestroyObject(object param_1); object SE_Df_DisturbedItem(object param_1, int param_2); void SE_Ac_LockUnlockDoor(object param_1, int param_2); int SE_Ev_ContainerOnDisturbed(object param_1, int param_2); int SE_Co_IsPositive(int param_1); int SE_Df_SameTag(object param_1, object param_2); void SE_Ac_ActionPlaceholder(); object SE_Df_ContainerDisturber(object param_1, int param_2) { return GetLastDisturbed(); } void SE_Ac_DestroyObject(object param_1) { DestroyObject(param_1); } object SE_Df_DisturbedItem(object param_1, int param_2) { return GetInventoryDisturbItem(); } void SE_Ac_LockUnlockDoor(object param_1, int param_2) { SetLocked(param_1, param_2); } int SE_Ev_ContainerOnDisturbed(object param_1, int param_2) { return GetInventoryDisturbType() == param_2; } int SE_Co_IsPositive(int param_1) { return param_1; } int SE_Df_SameTag(object param_1, object param_2) { return GetTag(param_1) == GetTag(param_2); } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Removeitemaddactions_4(); void Removeitemaddactions_4() { // The following are all of the variables used in this situation object _1to2_SE6; object Pageturner_SE3; object DisturbedItem_SE2; object PageturnersAura_SE5; object PageturnersRest_SE0; object ContainerDisturber_SE1; int SameTags_SE4; // This script is attached to the following object's OnDisturbed script slot PageturnersRest_SE0 = OBJECT_SELF; // When an item is removed from Pageturner's Rest if( ! SE_Ev_ContainerOnDisturbed(PageturnersRest_SE0, INVENTORY_DISTURB_TYPE_REMOVED) ) return; // Define Container Disturber as the creature that just removed from Pageturner's Rest ContainerDisturber_SE1 = SE_Df_ContainerDisturber(PageturnersRest_SE0, INVENTORY_DISTURB_TYPE_REMOVED); // Define Disturbed Item as the item that was removed from Pageturner's Rest DisturbedItem_SE2 = SE_Df_DisturbedItem(PageturnersRest_SE0, INVENTORY_DISTURB_TYPE_REMOVED); // Get the object with tag "Pageturner" Pageturner_SE3 = GetObjectByTag("Pageturner"); // Define Same Tags as whether Pageturner has the same tag as Disturbed Item SameTags_SE4 = SE_Df_SameTag(Pageturner_SE3, DisturbedItem_SE2); // Main code body - checks conditions and executes actions // If Same Tags is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(SameTags_SE4) ) { // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); // Get the object with tag "PageturnersAura" PageturnersAura_SE5 = GetObjectByTag("PageturnersAura"); // Destroy Pageturner's Aura SE_Ac_DestroyObject(PageturnersAura_SE5); // Get the object with tag "1to2" _1to2_SE6 = GetObjectByTag("1to2"); // Unlock 1to2 SE_Ac_LockUnlockDoor(_1to2_SE6, FALSE); } } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Removeitemaddactions_4(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B'  " Pageturnerz wrongpillar<herbert `   \  a   #          ,%  ,#  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" object SE_Df_ContainerDisturber(object param_1, int param_2); object SE_Ac_SpawnCreature(string param_1, location param_2); void SE_Ac_PutDownItemTodo(object param_1, object param_2); void SE_Ac_AttackCreatureOrObjectTodo(object param_1, object param_2); location SE_Df_ObjectsLocation(object param_1); void SE_Ac_DestroyObject(object param_1); object SE_Df_DisturbedItem(object param_1, int param_2); int SE_Ev_ContainerOnDisturbed(object param_1, int param_2); void SE_Ac_ShowImpactVisualEffectAtLocation(int param_1, location param_2); int SE_Co_IsPositive(int param_1); int SE_Df_SameTag(object param_1, object param_2); void SE_Ac_ActionPlaceholder(); object SE_Df_ContainerDisturber(object param_1, int param_2) { return GetLastDisturbed(); } object SE_Ac_SpawnCreature(string param_1, location param_2) { return CreateObject(OBJECT_TYPE_CREATURE, param_1, param_2, TRUE); } void SE_Ac_PutDownItemTodo(object param_1, object param_2) { AssignCommand(param_1, ActionPutDownItem(param_2)); } void SE_Ac_AttackCreatureOrObjectTodo(object param_1, object param_2) { AssignCommand(param_1, ActionAttack(param_2)); } location SE_Df_ObjectsLocation(object param_1) { return GetLocation(param_1); } void SE_Ac_DestroyObject(object param_1) { DestroyObject(param_1); } object SE_Df_DisturbedItem(object param_1, int param_2) { return GetInventoryDisturbItem(); } int SE_Ev_ContainerOnDisturbed(object param_1, int param_2) { return GetInventoryDisturbType() == param_2; } void SE_Ac_ShowImpactVisualEffectAtLocation(int param_1, location param_2) { effect veffect = EffectVisualEffect(param_1); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, veffect, param_2); } int SE_Co_IsPositive(int param_1) { return param_1; } int SE_Df_SameTag(object param_1, object param_2) { return GetTag(param_1) == GetTag(param_2); } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Additemaddactions_7(); void Additemaddactions_7() { // The following are all of the variables used in this situation object SpawnedCreature_SE7; object Pageturner_SE3; object DisturbedItem_SE2; object ToothyPillar_SE5; object ToothyPillar_SE0; location Location_SE6; int SameTags_SE4; object ContainerDisturber_SE1; // This script is attached to the following object's OnDisturbed script slot ToothyPillar_SE0 = OBJECT_SELF; // When an item is added to ToothyPillar if( ! SE_Ev_ContainerOnDisturbed(ToothyPillar_SE0, INVENTORY_DISTURB_TYPE_ADDED) ) return; // Define Container Disturber as the creature that just added to ToothyPillar ContainerDisturber_SE1 = SE_Df_ContainerDisturber(ToothyPillar_SE0, INVENTORY_DISTURB_TYPE_ADDED); // Define Disturbed Item as the item that was added to ToothyPillar DisturbedItem_SE2 = SE_Df_DisturbedItem(ToothyPillar_SE0, INVENTORY_DISTURB_TYPE_ADDED); // Get the object with tag "Pageturner" Pageturner_SE3 = GetObjectByTag("Pageturner"); // Define Same Tags as whether Pageturner has the same tag as Disturbed Item SameTags_SE4 = SE_Df_SameTag(Pageturner_SE3, DisturbedItem_SE2); // Main code body - checks conditions and executes actions // If Same Tags is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(SameTags_SE4) ) { // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); // Get the object with tag "wrongpillar" ToothyPillar_SE5 = GetObjectByTag("wrongpillar"); // Animate ToothyPillar into a Herbert with visual effect Flame I, then attack Container Disturber // Define Location as ToothyPillar's location Location_SE6 = SE_Df_ObjectsLocation(ToothyPillar_SE5); // Destroy ToothyPillar SE_Ac_DestroyObject(ToothyPillar_SE5); // Show the Flame I impact visual effect at Location SE_Ac_ShowImpactVisualEffectAtLocation(VFX_IMP_FLAME_M, Location_SE6); // Spawn Spawned Creature from Herbert at Location SpawnedCreature_SE7 = SE_Ac_SpawnCreature("herbert", Location_SE6); // Spawned Creature* attacks Container Disturber SE_Ac_AttackCreatureOrObjectTodo(SpawnedCreature_SE7, ContainerDisturber_SE1); // Spawned Creature* puts down Pageturner SE_Ac_PutDownItemTodo(SpawnedCreature_SE7, Pageturner_SE3); } } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Additemaddactions_7(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B y {"e| PageturnerYy EightySpawneveighty} `   \  a   #          ,    "p  Pageturner  wrongpillari<pherbert   ,%  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" object SE_Df_ContainerDisturber(object param_1, int param_2); object SE_Ac_SpawnCreature(string param_1, location param_2); location SE_Df_ObjectsLocation(object param_1); object SE_Df_DisturbedItem(object param_1, int param_2); void SE_Ac_DestroyObject(object param_1); int SE_Co_IsPositive(int param_1); void SE_Ac_ChangeDirection(object param_1, float param_2); int SE_Df_SameTag(object param_1, object param_2); void SE_Ac_AttackCreatureOrObjectTodo(object param_1, object param_2); float SE_Df_ObjectFacing(object param_1); int SE_Ev_ContainerOnDisturbed(object param_1, int param_2); void SE_Ac_ShowImpactVisualEffectAtLocation(int param_1, location param_2); void SE_Ac_ActionPlaceholder(); object SE_Df_ContainerDisturber(object param_1, int param_2) { return GetLastDisturbed(); } object SE_Ac_SpawnCreature(string param_1, location param_2) { return CreateObject(OBJECT_TYPE_CREATURE, param_1, param_2, TRUE); } location SE_Df_ObjectsLocation(object param_1) { return GetLocation(param_1); } object SE_Df_DisturbedItem(object param_1, int param_2) { return GetInventoryDisturbItem(); } void SE_Ac_DestroyObject(object param_1) { DestroyObject(param_1); } int SE_Co_IsPositive(int param_1) { return param_1; } void SE_Ac_ChangeDirection(object param_1, float param_2) { AssignCommand(param_1, SetFacing(param_2)); } int SE_Df_SameTag(object param_1, object param_2) { return GetTag(param_1) == GetTag(param_2); } void SE_Ac_AttackCreatureOrObjectTodo(object param_1, object param_2) { AssignCommand(param_1, ActionAttack(param_2)); } float SE_Df_ObjectFacing(object param_1) { return GetFacing(param_1); } int SE_Ev_ContainerOnDisturbed(object param_1, int param_2) { return GetInventoryDisturbType() == param_2; } void SE_Ac_ShowImpactVisualEffectAtLocation(int param_1, location param_2) { effect veffect = EffectVisualEffect(param_1); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, veffect, param_2); } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Additemaddactions_8(); void Removeitemaddactions_9(); void Additemaddactions_8() { // The following are all of the variables used in this situation float SpawnDirection_SE7; object EightySpawn_SE5; object SpiderPillar_SE0; object Pageturner_SE3; object DisturbedItem_SE2; location SpawnLocation_SE6; int SameTags_SE4; object SpawnedCreature_SE8; object ContainerDisturber_SE1; // This script is attached to the following object's OnDisturbed script slot SpiderPillar_SE0 = OBJECT_SELF; // When an item is added to SpiderPillar if( ! SE_Ev_ContainerOnDisturbed(SpiderPillar_SE0, INVENTORY_DISTURB_TYPE_ADDED) ) return; // Define Container Disturber as the creature that just added to SpiderPillar ContainerDisturber_SE1 = SE_Df_ContainerDisturber(SpiderPillar_SE0, INVENTORY_DISTURB_TYPE_ADDED); // Define Disturbed Item as the item that was added to SpiderPillar DisturbedItem_SE2 = SE_Df_DisturbedItem(SpiderPillar_SE0, INVENTORY_DISTURB_TYPE_ADDED); // Get the object with tag "Pageturner" Pageturner_SE3 = GetObjectByTag("Pageturner"); // Define Same Tags as whether Pageturner has the same tag as Disturbed Item SameTags_SE4 = SE_Df_SameTag(Pageturner_SE3, DisturbedItem_SE2); // Main code body - checks conditions and executes actions // If Same Tags is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(SameTags_SE4) ) { // Get the object with tag "EightySpawn" EightySpawn_SE5 = GetObjectByTag("EightySpawn"); // Spawn a creature from Eighty at EightySpawn using its facing direction // Define Spawn Location as EightySpawn's location SpawnLocation_SE6 = SE_Df_ObjectsLocation(EightySpawn_SE5); // Define Spawn Direction as EightySpawn's facing direction SpawnDirection_SE7 = SE_Df_ObjectFacing(EightySpawn_SE5); // Spawn Spawned Creature from Eighty at Spawn Location SpawnedCreature_SE8 = SE_Ac_SpawnCreature("eighty", SpawnLocation_SE6); // Spawned Creature faces Spawn Direction degrees counterclockwise from East SE_Ac_ChangeDirection(SpawnedCreature_SE8, SpawnDirection_SE7); } } void Removeitemaddactions_9() { // The following are all of the variables used in this situation object SpawnedCreature_SE7; object SpiderPillar_SE0; object Pageturner_SE3; object DisturbedItem_SE2; object ToothyPillar_SE5; location Location_SE6; object ContainerDisturber_SE1; int SameTags_SE4; // This script is attached to the following object's OnDisturbed script slot SpiderPillar_SE0 = OBJECT_SELF; // When an item is removed from SpiderPillar if( ! SE_Ev_ContainerOnDisturbed(SpiderPillar_SE0, INVENTORY_DISTURB_TYPE_REMOVED) ) return; // Define Container Disturber as the creature that just removed from SpiderPillar ContainerDisturber_SE1 = SE_Df_ContainerDisturber(SpiderPillar_SE0, INVENTORY_DISTURB_TYPE_REMOVED); // Define Disturbed Item as the item that was removed from SpiderPillar DisturbedItem_SE2 = SE_Df_DisturbedItem(SpiderPillar_SE0, INVENTORY_DISTURB_TYPE_REMOVED); // Get the object with tag "Pageturner" Pageturner_SE3 = GetObjectByTag("Pageturner"); // Define Same Tags as whether Pageturner has the same tag as Disturbed Item SameTags_SE4 = SE_Df_SameTag(Pageturner_SE3, DisturbedItem_SE2); // Main code body - checks conditions and executes actions // If Same Tags is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(SameTags_SE4) ) { // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); // Get the object with tag "wrongpillar" ToothyPillar_SE5 = GetObjectByTag("wrongpillar"); // Animate ToothyPillar into a Herbert with visual effect Flame I, then attack Container Disturber // Define Location as ToothyPillar's location Location_SE6 = SE_Df_ObjectsLocation(ToothyPillar_SE5); // Destroy ToothyPillar SE_Ac_DestroyObject(ToothyPillar_SE5); // Show the Flame I impact visual effect at Location SE_Ac_ShowImpactVisualEffectAtLocation(VFX_IMP_FLAME_M, Location_SE6); // Spawn Spawned Creature from Herbert at Location SpawnedCreature_SE7 = SE_Ac_SpawnCreature("herbert", Location_SE6); // Spawned Creature* attacks Container Disturber SE_Ac_AttackCreatureOrObjectTodo(SpawnedCreature_SE7, ContainerDisturber_SE1); } } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Additemaddactions_8(); Removeitemaddactions_9(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B T,2  j",FVam SE_ONCE_4451_0#: SE_ONCE_4451_1#: SE_ONCE_4451!,>           _ninst#3  _#\#_#\#_#\#66 ",,$  ,,$k  _#\#_#\#_#\#6:$7 7 g_#\# $" //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int OneTime_13(); int OneTime_13() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; // Display text for give_sword.dlg:1:1 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the give_sword.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the give_sword.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the give_sword.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { SetLocalObject(OBJECT_SELF, "SE_ONCE_4451" + "_0", PCSpeaker_SE0); SetLocalObject(OBJECT_SELF, "SE_ONCE_4451" + "_1", ObjectSpeaker_SE1); if( SE_AUX_Once("SE_ONCE_4451", 2, TRUE ) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( OneTime_13() ) return TRUE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return FALSE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  " StatueEater         ,   //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_GiveItemTodo(object param_1, object param_2, object param_3); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_GiveItemTodo(object param_1, object param_2, object param_3) { AssignCommand(param_1, ActionGiveItem(param_2, param_3)); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void GivingtheSword_14(); void GivingtheSword_14() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object PCSpeaker_SE0; object StatueEater_SE3; object ObjectSpeaker_SE1; // After give_sword.dlg:1:1 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the give_sword.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the give_sword.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the give_sword.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Get the object with tag "StatueEater" StatueEater_SE3 = GetObjectByTag("StatueEater"); // NPC Speaker* gives Statue Eater to PC Speaker SE_Ac_GiveItemTodo(NPCSpeaker_SE2, StatueEater_SE3, PCSpeaker_SE0); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE GivingtheSword_14(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0By  _"I] Pageturner7Rp Statue_Evil:MLT evilstatue      "          ,%  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" object SE_Ac_SpawnCreature(string param_1, location param_2); void SE_Ac_AttackCreatureOrObjectTodo(object param_1, object param_2); location SE_Df_ObjectsLocation(object param_1); object SE_Df_PerimeterEnterer(object param_1); int SE_Ev_PerimeterOnEnter(object param_1); void SE_Ac_DestroyObject(object param_1); void SE_Ac_ShowImpactVisualEffectAtLocation(int param_1, location param_2); int SE_Co_IsPositive(int param_1); int SE_Df_HasItem(object param_1, object param_2); void SE_Ac_ActionPlaceholder(); object SE_Ac_SpawnCreature(string param_1, location param_2) { return CreateObject(OBJECT_TYPE_CREATURE, param_1, param_2, TRUE); } void SE_Ac_AttackCreatureOrObjectTodo(object param_1, object param_2) { AssignCommand(param_1, ActionAttack(param_2)); } location SE_Df_ObjectsLocation(object param_1) { return GetLocation(param_1); } object SE_Df_PerimeterEnterer(object param_1) { return GetEnteringObject(); } int SE_Ev_PerimeterOnEnter(object param_1) { return TRUE; } void SE_Ac_DestroyObject(object param_1) { DestroyObject(param_1); } void SE_Ac_ShowImpactVisualEffectAtLocation(int param_1, location param_2) { effect veffect = EffectVisualEffect(param_1); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, veffect, param_2); } int SE_Co_IsPositive(int param_1) { return param_1; } int SE_Df_HasItem(object param_1, object param_2) { return GetItemPossessor(param_2) == param_1; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Enterperimeteraddactions_10(); void Enterperimeteraddactions_10() { // The following are all of the variables used in this situation object StatueAwakens_SE0; object SpawnedCreature_SE6; object Enterer_SE1; object DefacedStatue_SE4; object Pageturner_SE2; int HasItem_SE3; location Location_SE5; // This script is attached to the following object's OnEnter script slot StatueAwakens_SE0 = OBJECT_SELF; // When a creature enters StatueAwakens if( ! SE_Ev_PerimeterOnEnter(StatueAwakens_SE0) ) return; // Define Enterer as the creature that just entered StatueAwakens Enterer_SE1 = SE_Df_PerimeterEnterer(StatueAwakens_SE0); // Get the object with tag "Pageturner" Pageturner_SE2 = GetObjectByTag("Pageturner"); // Define Has Item as whether Enterer has Pageturner HasItem_SE3 = SE_Df_HasItem(Enterer_SE1, Pageturner_SE2); // Main code body - checks conditions and executes actions // If Has Item is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(HasItem_SE3) ) { // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); // Get the object with tag "Statue_Evil" DefacedStatue_SE4 = GetObjectByTag("Statue_Evil"); // Animate Defaced Statue into a Evil Statue with visual effect Magblue, then attack Enterer // Define Location as Defaced Statue's location Location_SE5 = SE_Df_ObjectsLocation(DefacedStatue_SE4); // Destroy Defaced Statue SE_Ac_DestroyObject(DefacedStatue_SE4); // Show the Magblue impact visual effect at Location SE_Ac_ShowImpactVisualEffectAtLocation(VFX_IMP_MAGBLUE, Location_SE5); // Spawn Spawned Creature from Evil Statue at Location SpawnedCreature_SE6 = SE_Ac_SpawnCreature("evilstatue", Location_SE5); // Spawned Creature* attacks Enterer SE_Ac_AttackCreatureOrObjectTodo(SpawnedCreature_SE6, Enterer_SE1); } } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Enterperimeteraddactions_10(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  "SE_PLOT_TOKEN_3942         : //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_GivePlotToken(string param_1, object param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_GivePlotToken(string param_1, object param_2) { SetLocalObject(GetModule(), param_1, param_2); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void RudeActions_15(); void RudeActions_15() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object PCSpeaker_SE0; object ObjectSpeaker_SE1; // After give_sword.dlg:0:0 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the give_sword.dlg:0:0 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the give_sword.dlg:0:0 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the give_sword.dlg:0:0 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Assign PCRude to PC Speaker SE_Ac_GivePlotToken("SE_PLOT_TOKEN_3942", PCSpeaker_SE0); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE RudeActions_15(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  " StatueEater& EvilStatue EvilStatueSE_PLOT_TOKEN_3956   Z  Y       ",MA- "      : //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_GivePlotToken(string param_1, object param_2); int SE_Df_ItemEquipped(object param_1, object param_2, int param_3); object SE_Df_ObjectDamager(object param_1); void SE_Ac_DestroyObjectWithAnimation(object param_1); int SE_Df_IsPC(object param_1); int SE_Ev_ContainerOnDamaged(object param_1); object SE_Df_CastObjectCreature(object param_1); int SE_Co_IsPositive(int param_1); void SE_Ac_SetImmortal(object param_1, int param_2); void SE_Ac_ActionPlaceholder(); int SE_Df_DamageDealt(object param_1); void SE_Ac_GivePlotToken(string param_1, object param_2) { SetLocalObject(GetModule(), param_1, param_2); } int SE_Df_ItemEquipped(object param_1, object param_2, int param_3) { if (param_2 == OBJECT_INVALID) return FALSE; else return GetItemInSlot(param_3, param_1) == param_2; } object SE_Df_ObjectDamager(object param_1) { return GetLastDamager(); } void SE_Ac_DestroyObjectWithAnimation(object param_1) { effect death = EffectDeath(TRUE); ApplyEffectToObject(DURATION_TYPE_INSTANT, death, param_1); } int SE_Df_IsPC(object param_1) { return GetIsPC(param_1); } int SE_Ev_ContainerOnDamaged(object param_1) { return TRUE; } object SE_Df_CastObjectCreature(object param_1) { return param_1; } int SE_Co_IsPositive(int param_1) { return param_1; } void SE_Ac_SetImmortal(object param_1, int param_2) { SetImmortal(param_1, param_2); } void SE_Ac_ActionPlaceholder() { } int SE_Df_DamageDealt(object param_1) { return GetTotalDamageDealt(); } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void DamageStatue_11(); void DamageStatue_11() { // The following are all of the variables used in this situation object LastDamager_SE1; object EvilStatue_SE8; object EvilStatue_SE7; object EvilStatue_SE0; object TheCreature_SE4; object StatueEater_SE5; int DamageAmount_SE2; int IsEquipped_SE6; int IsPC_SE3; // This script is attached to the following object's OnDamaged script slot EvilStatue_SE0 = OBJECT_SELF; // When Evil Statue is damaged if( ! SE_Ev_ContainerOnDamaged(EvilStatue_SE0) ) return; // Define Last Damager as the last damager of Evil Statue LastDamager_SE1 = SE_Df_ObjectDamager(EvilStatue_SE0); // Define Damage Amount as the amount of damage dealt to Evil Statue DamageAmount_SE2 = SE_Df_DamageDealt(EvilStatue_SE0); // Define Is PC as whether Last Damager is a PC IsPC_SE3 = SE_Df_IsPC(LastDamager_SE1); // Define The Creature as a creature version of Last Damager TheCreature_SE4 = SE_Df_CastObjectCreature(LastDamager_SE1); // Get the object with tag "StatueEater" StatueEater_SE5 = GetObjectByTag("StatueEater"); // Define Is Equipped as whether The Creature has Statue Eater in Right Hand IsEquipped_SE6 = SE_Df_ItemEquipped(TheCreature_SE4, StatueEater_SE5, INVENTORY_SLOT_RIGHTHAND); // Main code body - checks conditions and executes actions // If Is PC is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(IsPC_SE3) ) { // If Is Equipped is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(IsEquipped_SE6) ) { // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); // Get the object with tag "EvilStatue" EvilStatue_SE7 = GetObjectByTag("EvilStatue"); // Set immortal property of Evil Statue to False SE_Ac_SetImmortal(EvilStatue_SE7, FALSE); // Get the object with tag "EvilStatue" EvilStatue_SE8 = GetObjectByTag("EvilStatue"); // Destroy Evil Statue with its death animation SE_Ac_DestroyObjectWithAnimation(EvilStatue_SE8); // Assign StatueDefeated to The Creature SE_Ac_GivePlotToken("SE_PLOT_TOKEN_3956", TheCreature_SE4); } } } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE DamageStatue_11(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0Bq  R"<PSr~SE_PLOT_TOKEN_3956J   J      E  "  6 "    ,!?,  D //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_PlaceableOnUsed(object param_1); object SE_Df_CastObjectDoor(object param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2); void SE_Ac_LockUnlockDoor(object param_1, int param_2); void SE_Ac_AnimatePlaceable(object param_1, int param_2); int SE_Df_DoorIsLocked(object param_1); int SE_Co_IsPositive(int param_1); int SE_Df_NOT(int param_1); object SE_Df_FindNearestObjectKind(object param_1, int param_2); object SE_Df_PlaceableUser(object param_1); int SE_Ev_PlaceableOnUsed(object param_1) { return TRUE; } object SE_Df_CastObjectDoor(object param_1) { return param_1; } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } void SE_Ac_LockUnlockDoor(object param_1, int param_2) { SetLocked(param_1, param_2); } void SE_Ac_AnimatePlaceable(object param_1, int param_2) { AssignCommand(param_1, PlayAnimation(param_2)); } int SE_Df_DoorIsLocked(object param_1) { return GetLocked(param_1); } int SE_Co_IsPositive(int param_1) { return param_1; } int SE_Df_NOT(int param_1) { return ! param_1; } object SE_Df_FindNearestObjectKind(object param_1, int param_2) { return GetNearestObject(param_2, param_1); } object SE_Df_PlaceableUser(object param_1) { return GetLastUsedBy(); } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Useswitch_12(); void Useswitch_12() { // The following are all of the variables used in this situation object NearestDoor_SE2; object FloorLever_SE0; object User_SE1; int UnlockorLock_SE5; object NearestDoor_SE3; int Owns_SE6; int DoorLocked_SE4; // This script is attached to the following object's OnUsed script slot FloorLever_SE0 = OBJECT_SELF; // When Floor Lever is used if( ! SE_Ev_PlaceableOnUsed(FloorLever_SE0) ) return; // Define User as the user of Floor Lever User_SE1 = SE_Df_PlaceableUser(FloorLever_SE0); // Define Nearest Door as the nearest object to Floor Lever with kind Door NearestDoor_SE2 = SE_Df_FindNearestObjectKind(FloorLever_SE0, OBJECT_TYPE_DOOR); // Define Nearest Door as a door version of Nearest Door NearestDoor_SE3 = SE_Df_CastObjectDoor(NearestDoor_SE2); // Define Door Locked as whether Nearest Door is locked DoorLocked_SE4 = SE_Df_DoorIsLocked(NearestDoor_SE3); // Define Unlock or Lock as the opposite of Door Locked UnlockorLock_SE5 = SE_Df_NOT(DoorLocked_SE4); // Define Owns as whether User owns plot token StatueDefeated Owns_SE6 = SE_Df_OwnsPlotToken(User_SE1, "SE_PLOT_TOKEN_3956"); // Main code body - checks conditions and executes actions // If Owns is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(Owns_SE6) ) { // Animate Floor Lever to Activate SE_Ac_AnimatePlaceable(FloorLever_SE0, ANIMATION_PLACEABLE_ACTIVATE); // Animate Floor Lever to Deactivate SE_Ac_AnimatePlaceable(FloorLever_SE0, ANIMATION_PLACEABLE_DEACTIVATE); // Unlock or Lock Nearest Door SE_Ac_LockUnlockDoor(NearestDoor_SE3, UnlockorLock_SE5); } } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Useswitch_12(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B T,2  j",FVam SE_ONCE_4458_0#: SE_ONCE_4458_1#: SE_ONCE_4458!,>           _ninst#3  _#\#_#\#_#\#66 ",,$  ,,$k  _#\#_#\#_#\#6:$7 7 g_#\# $" //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int LimitOnce_20(); int LimitOnce_20() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; // Display text for end_quest.dlg:1:1 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the end_quest.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the end_quest.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the end_quest.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { SetLocalObject(OBJECT_SELF, "SE_ONCE_4458" + "_0", PCSpeaker_SE0); SetLocalObject(OBJECT_SELF, "SE_ONCE_4458" + "_1", ObjectSpeaker_SE1); if( SE_AUX_Once("SE_ONCE_4458", 2, TRUE ) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( LimitOnce_20() ) return TRUE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return FALSE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  &"&1=,CdLdemonicappearancedemon003devil002         B   //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_AssignGold(object param_1, int param_2); object SE_Ac_SpawnCreatureNearObject(string param_1, object param_2); void SE_Ac_AssignXP(object param_1, int param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_AssignGold(object param_1, int param_2) { GiveGoldToCreature(param_1, param_2); } object SE_Ac_SpawnCreatureNearObject(string param_1, object param_2) { location loc = GetLocation(param_2); return CreateObject(OBJECT_TYPE_CREATURE, param_1, loc, TRUE); } void SE_Ac_AssignXP(object param_1, int param_2) { GiveXPToCreature(param_1, param_2); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_23(); void Theseactionswillbeperformedaddactionsordeletethissitutation_23() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object SpawnedCreature_SE5; object PCSpeaker_SE0; object SpawnedCreature_SE4; object DemonicAppearance_SE3; object ObjectSpeaker_SE1; // After end_quest.dlg:1:5 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the end_quest.dlg:1:5 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the end_quest.dlg:1:5 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the end_quest.dlg:1:5 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Assign 300 GP to PC Speaker SE_Ac_AssignGold(PCSpeaker_SE0, 300); // Assign 100 XP to PC Speaker SE_Ac_AssignXP(PCSpeaker_SE0, 100); // Get the object with tag "demonicappearance" DemonicAppearance_SE3 = GetObjectByTag("demonicappearance"); // Spawn Spawned Creature from Roger the Balor near DemonicAppearance SpawnedCreature_SE4 = SE_Ac_SpawnCreatureNearObject("demon003", DemonicAppearance_SE3); // Spawn Spawned Creature from Tina the Pit Fiend near DemonicAppearance SpawnedCreature_SE5 = SE_Ac_SpawnCreatureNearObject("devil002", DemonicAppearance_SE3); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_23(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  "         B  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_AssignGold(object param_1, int param_2); void SE_Ac_AssignXP(object param_1, int param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_AssignGold(object param_1, int param_2) { GiveGoldToCreature(param_1, param_2); } void SE_Ac_AssignXP(object param_1, int param_2) { GiveXPToCreature(param_1, param_2); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_21(); void Theseactionswillbeperformedaddactionsordeletethissitutation_21() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object PCSpeaker_SE0; object ObjectSpeaker_SE1; // After end_quest.dlg:1:3 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the end_quest.dlg:1:3 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the end_quest.dlg:1:3 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the end_quest.dlg:1:3 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Assign 25 GP to PC Speaker SE_Ac_AssignGold(PCSpeaker_SE0, 25); // Assign 200 XP to PC Speaker SE_Ac_AssignXP(PCSpeaker_SE0, 200); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_21(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B T,2   ", #SE_PLOT_TOKEN_39427,8         6 "  "  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Co_IsNegative(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Co_IsNegative(int param_1) { return ! param_1; } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_22(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_22() { // The following are all of the variables used in this situation object PCSpeaker_SE0; int Owns_SE3; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; // Display text for end_quest.dlg:1:5 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the end_quest.dlg:1:5 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the end_quest.dlg:1:5 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the end_quest.dlg:1:5 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token PCRude Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_3942"); // Main code body - checks conditions and executes actions // If Owns is Negative (False, No, Off, etc.) if( SE_Co_IsNegative(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_22() ) return TRUE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return FALSE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B8  " demonicappearancedemon003devil002          //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" object SE_Ac_SpawnCreatureNearObject(string param_1, object param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); object SE_Ac_SpawnCreatureNearObject(string param_1, object param_2) { location loc = GetLocation(param_2); return CreateObject(OBJECT_TYPE_CREATURE, param_1, loc, TRUE); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_24(); void Theseactionswillbeperformedaddactionsordeletethissitutation_24() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object SpawnedCreature_SE4; object PCSpeaker_SE0; object DemonicAppearance_SE3; object SpawnedCreature_SE5; object ObjectSpeaker_SE1; // After end_quest.dlg:1:4 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the end_quest.dlg:1:4 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the end_quest.dlg:1:4 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the end_quest.dlg:1:4 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Get the object with tag "demonicappearance" DemonicAppearance_SE3 = GetObjectByTag("demonicappearance"); // Spawn Spawned Creature from Roger the Balor near DemonicAppearance SpawnedCreature_SE4 = SE_Ac_SpawnCreatureNearObject("demon003", DemonicAppearance_SE3); // Spawn Spawned Creature from Tina the Pit Fiend near DemonicAppearance SpawnedCreature_SE5 = SE_Ac_SpawnCreatureNearObject("devil002", DemonicAppearance_SE3); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_24(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BH a ~"h|BookPool Pageturner1demon003@[EpYcfSE_PLOT_TOKEN_4215      "  F #        : +"h)BookPool Pageturnerdevil002pcWSE_PLOT_TOKEN_4216N "nBookPool Pageturner4SE_PLOT_TOKEN_4215SE_PLOT_TOKEN_4216 T 8@^ 6 "  ,4  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_EndModule(float param_1, string param_2); void SE_Ac_GivePlotToken(string param_1, object param_2); location SE_Df_ObjectsLocation(object param_1); int SE_Df_ObjectHasBlueprint(object param_1, string param_2); int SE_Df_OwnsPlotToken(object param_1, string param_2); object SE_Df_PerimeterEnterer(object param_1); int SE_Ev_PerimeterOnEnter(object param_1); void SE_Ac_DestroyObject(object param_1); void SE_Ac_ShowImpactVisualEffectAtLocation(int param_1, location param_2); int SE_Co_IsPositive(int param_1); int SE_Df_HasItem(object param_1, object param_2); void SE_Ac_EndModule(float param_1, string param_2) { DelayCommand(param_1, EndGame(param_2)); } void SE_Ac_GivePlotToken(string param_1, object param_2) { SetLocalObject(GetModule(), param_1, param_2); } location SE_Df_ObjectsLocation(object param_1) { return GetLocation(param_1); } int SE_Df_ObjectHasBlueprint(object param_1, string param_2) { return GetResRef(param_1) == param_2; } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } object SE_Df_PerimeterEnterer(object param_1) { return GetEnteringObject(); } int SE_Ev_PerimeterOnEnter(object param_1) { return TRUE; } void SE_Ac_DestroyObject(object param_1) { DestroyObject(param_1); } void SE_Ac_ShowImpactVisualEffectAtLocation(int param_1, location param_2) { effect veffect = EffectVisualEffect(param_1); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, veffect, param_2); } int SE_Co_IsPositive(int param_1) { return param_1; } int SE_Df_HasItem(object param_1, object param_2) { return GetItemPossessor(param_2) == param_1; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void DestroyentereronentryRoger_17(); void DestroyentereronentryTina_18(); void Enterperimeter_19(); void DestroyentereronentryRoger_17() { // The following are all of the variables used in this situation location Location_SE6; object Enterer_SE1; int IsRoger_SE5; object Pageturner_SE3; int HasItem_SE4; object BookPool_SE2; object SafeArea_SE0; // This script is attached to the following object's OnEnter script slot SafeArea_SE0 = OBJECT_SELF; // When a creature enters SafeArea if( ! SE_Ev_PerimeterOnEnter(SafeArea_SE0) ) return; // Define Enterer as the creature that just entered SafeArea Enterer_SE1 = SE_Df_PerimeterEnterer(SafeArea_SE0); // Get the object with tag "BookPool" BookPool_SE2 = GetObjectByTag("BookPool"); // Get the object with tag "Pageturner" Pageturner_SE3 = GetObjectByTag("Pageturner"); // Define Has Item as whether Book Pool has Pageturner HasItem_SE4 = SE_Df_HasItem(BookPool_SE2, Pageturner_SE3); // Define Is Roger as whether Enterer has blueprint Roger the Balor IsRoger_SE5 = SE_Df_ObjectHasBlueprint(Enterer_SE1, "demon003"); // Main code body - checks conditions and executes actions // If Has Item is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(HasItem_SE4) ) { // If Is Roger is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(IsRoger_SE5) ) { // Enterer is destroyed with visual effect Unsummon nearby // Define Location as Enterer's location Location_SE6 = SE_Df_ObjectsLocation(Enterer_SE1); // Show the Unsummon impact visual effect at Location SE_Ac_ShowImpactVisualEffectAtLocation(VFX_IMP_UNSUMMON, Location_SE6); // Destroy Enterer SE_Ac_DestroyObject(Enterer_SE1); // Assign RogerDestroyed to Book Pool SE_Ac_GivePlotToken("SE_PLOT_TOKEN_4215", BookPool_SE2); } } } void DestroyentereronentryTina_18() { // The following are all of the variables used in this situation location Location_SE6; int HasItem_SE4; int IsTina_SE5; object Enterer_SE1; object Pageturner_SE3; object BookPool_SE2; object SafeArea_SE0; // This script is attached to the following object's OnEnter script slot SafeArea_SE0 = OBJECT_SELF; // When a creature enters SafeArea if( ! SE_Ev_PerimeterOnEnter(SafeArea_SE0) ) return; // Define Enterer as the creature that just entered SafeArea Enterer_SE1 = SE_Df_PerimeterEnterer(SafeArea_SE0); // Get the object with tag "BookPool" BookPool_SE2 = GetObjectByTag("BookPool"); // Get the object with tag "Pageturner" Pageturner_SE3 = GetObjectByTag("Pageturner"); // Define Has Item as whether Book Pool has Pageturner HasItem_SE4 = SE_Df_HasItem(BookPool_SE2, Pageturner_SE3); // Define Is Tina as whether Enterer has blueprint Tina the Pit Fiend IsTina_SE5 = SE_Df_ObjectHasBlueprint(Enterer_SE1, "devil002"); // Main code body - checks conditions and executes actions // If Has Item is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(HasItem_SE4) ) { // If Is Tina is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(IsTina_SE5) ) { // Enterer is destroyed with visual effect Unsummon nearby // Define Location as Enterer's location Location_SE6 = SE_Df_ObjectsLocation(Enterer_SE1); // Show the Unsummon impact visual effect at Location SE_Ac_ShowImpactVisualEffectAtLocation(VFX_IMP_UNSUMMON, Location_SE6); // Destroy Enterer SE_Ac_DestroyObject(Enterer_SE1); // Assign TinaDestroyed to Book Pool SE_Ac_GivePlotToken("SE_PLOT_TOKEN_4216", BookPool_SE2); } } } void Enterperimeter_19() { // The following are all of the variables used in this situation int IsRogerGone_SE5; int IsTinaGone_SE6; object Enterer_SE1; object Pageturner_SE3; int HasItem_SE4; object BookPool_SE2; object SafeArea_SE0; // This script is attached to the following object's OnEnter script slot SafeArea_SE0 = OBJECT_SELF; // When a creature enters SafeArea if( ! SE_Ev_PerimeterOnEnter(SafeArea_SE0) ) return; // Define Enterer as the creature that just entered SafeArea Enterer_SE1 = SE_Df_PerimeterEnterer(SafeArea_SE0); // Get the object with tag "BookPool" BookPool_SE2 = GetObjectByTag("BookPool"); // Get the object with tag "Pageturner" Pageturner_SE3 = GetObjectByTag("Pageturner"); // Define Has Item as whether Book Pool has Pageturner HasItem_SE4 = SE_Df_HasItem(BookPool_SE2, Pageturner_SE3); // Define Is Roger Gone as whether Book Pool owns plot token RogerDestroyed IsRogerGone_SE5 = SE_Df_OwnsPlotToken(BookPool_SE2, "SE_PLOT_TOKEN_4215"); // Define Is Tina Gone as whether Book Pool owns plot token TinaDestroyed IsTinaGone_SE6 = SE_Df_OwnsPlotToken(BookPool_SE2, "SE_PLOT_TOKEN_4216"); // Main code body - checks conditions and executes actions // If Has Item is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(HasItem_SE4) ) { // If Is Roger Gone is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(IsRogerGone_SE5) ) { // If Is Tina Gone is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(IsTinaGone_SE6) ) { // End the module with movie after 5.0 seconds SE_Ac_EndModule(5.0, ""); } } } } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE DestroyentereronentryRoger_17(); DestroyentereronentryTina_18(); Enterperimeter_19(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  4"58 Pageturner2gPPageturnerAurasolwhite  `   \  a   #    @ //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" object SE_Df_ContainerDisturber(object param_1, int param_2); object SE_Ac_CreatePlaceableNearObject(string param_1, object param_2); object SE_Df_DisturbedItem(object param_1, int param_2); int SE_Ev_ContainerOnDisturbed(object param_1, int param_2); int SE_Co_IsPositive(int param_1); int SE_Df_SameTag(object param_1, object param_2); void SE_Ac_ActionPlaceholder(); object SE_Df_ContainerDisturber(object param_1, int param_2) { return GetLastDisturbed(); } object SE_Ac_CreatePlaceableNearObject(string param_1, object param_2) { location loc = GetLocation(param_2); return CreateObject(OBJECT_TYPE_PLACEABLE, param_1, loc, TRUE); } object SE_Df_DisturbedItem(object param_1, int param_2) { return GetInventoryDisturbItem(); } int SE_Ev_ContainerOnDisturbed(object param_1, int param_2) { return GetInventoryDisturbType() == param_2; } int SE_Co_IsPositive(int param_1) { return param_1; } int SE_Df_SameTag(object param_1, object param_2) { return GetTag(param_1) == GetTag(param_2); } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Additemaddactions_16(); void Additemaddactions_16() { // The following are all of the variables used in this situation object PageturnerAura_SE5; object Pageturner_SE3; object DisturbedItem_SE2; int SameTags_SE4; object BookPool_SE0; object CreatedPlaceable_SE6; object ContainerDisturber_SE1; // This script is attached to the following object's OnDisturbed script slot BookPool_SE0 = OBJECT_SELF; // When an item is added to Book Pool if( ! SE_Ev_ContainerOnDisturbed(BookPool_SE0, INVENTORY_DISTURB_TYPE_ADDED) ) return; // Define Container Disturber as the creature that just added to Book Pool ContainerDisturber_SE1 = SE_Df_ContainerDisturber(BookPool_SE0, INVENTORY_DISTURB_TYPE_ADDED); // Define Disturbed Item as the item that was added to Book Pool DisturbedItem_SE2 = SE_Df_DisturbedItem(BookPool_SE0, INVENTORY_DISTURB_TYPE_ADDED); // Get the object with tag "Pageturner" Pageturner_SE3 = GetObjectByTag("Pageturner"); // Define Same Tags as whether Pageturner has the same tag as Disturbed Item SameTags_SE4 = SE_Df_SameTag(Pageturner_SE3, DisturbedItem_SE2); // Main code body - checks conditions and executes actions // If Same Tags is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(SameTags_SE4) ) { // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); // Get the object with tag "PageturnerAura" PageturnerAura_SE5 = GetObjectByTag("PageturnerAura"); // Create Created Placeable from Illumination at PageturnerAura CreatedPlaceable_SE6 = SE_Ac_CreatePlaceableNearObject("solwhite", PageturnerAura_SE5); } } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Additemaddactions_16(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  r"\pPageturner (Version 1.0.1)]     v //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_AreaOnEnter(object param_1); object SE_Df_AreaEnterer(object param_1); void SE_Ac_ShowText(string param_1, object param_2); int SE_Ev_AreaOnEnter(object param_1) { return TRUE; } object SE_Df_AreaEnterer(object param_1) { return GetEnteringObject(); } void SE_Ac_ShowText(string param_1, object param_2) { SendMessageToPC(param_2, param_1); } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Areaenteredwelcome_3(); void Areaenteredwelcome_3() { // The following are all of the variables used in this situation object questisgivenare_SE0; object AreaEnterer_SE1; // This script is attached to the following object's OnEnter script slot questisgivenare_SE0 = OBJECT_SELF; // When a creature enters questisgiven.are if( ! 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0f7230460187ff5bc8c8b319fc09cb0dPositiveDAMAGE_TYPE_POSITIVE'8384451083326014464_5634014001041329152SlashingDAMAGE_TYPE_SLASHING'2360250857562941440_8258474306080203776SonicDAMAGE_TYPE_SONIC'5172668654516118528_1879172750236452864Disturbance Type'3884072699998771200_4842175584462810112added toINVENTORY_DISTURB_TYPE_ADDED'8261042587250879488_3071638784802383872 removed fromINVENTORY_DISTURB_TYPE_REMOVED'1008827212128470016_6965735948984073216 stolen fromINVENTORY_DISTURB_TYPE_STOLEN 480fe465b73651d3fa085dd539bfdb9bFeat ad158fbad9cafd62976b2b88c2596971Air Domain PowerFEAT_AIR_DOMAIN_POWER e44f17037c26428867760bec546e754b AlertnessFEAT_ALERTNESS c46df289ae3541e1bdd0ee3af409a3aa AmbidexterityFEAT_AMBIDEXTERITY cc8e8d46a819e115425c8b1e080f8ad4Animal CompanionFEAT_ANIMAL_COMPANION 9bf49166e342ee3c69f8b4ffe1968249Animal Domain PowerFEAT_ANIMAL_DOMAIN_POWER 519f4147789d51f2a353ab1171ddc513Armor Proficiency, LightFEAT_ARMOR_PROFICIENCY_LIGHT fff51b86fece9a68ac8a02372b4df29dArmor Proficiency, MediumFEAT_ARMOR_PROFICIENCY_MEDIUM dceba61a55e39499e71584aa0703e3aeArmor Proficiency, HeavyFEAT_ARMOR_PROFICIENCY_HEAVY 1445b557015c75879c662a0bd21b639cAura of CourageFEAT_AURA_OF_COURAGE f19a1617cb73c4fc04ac823777d58b49Barbarian EnduranceFEAT_BARBARIAN_ENDURANCE c8c2281a73fd45953e8f5ad0d179bbcbBarbarian RageFEAT_BARBARIAN_RAGE 469e7664d4b581d4b5514c7cec8cac2c Bard SongsFEAT_BARD_SONGS 1e48fd5277106341a2bc8cd36c58d200Bardic KnowledgeFEAT_BARDIC_KNOWLEDGE 8c587a33a025e998c90d4f78efa5c475Battle Training vs. Giants"FEAT_BATTLE_TRAINING_VERSUS_GIANTS 4a0def9b514d2541014aba6da36cd354Battle Training vs. Goblins#FEAT_BATTLE_TRAINING_VERSUS_GOBLINS e1156e358939b146d6c282a6019d294bBattle Training vs. Orcs FEAT_BATTLE_TRAINING_VERSUS_ORCS e6ca36bb4f8465702ae82629b4e3dcc3Battle Training vs. Reptilians&FEAT_BATTLE_TRAINING_VERSUS_REPTILIANS fb7db21d68cb3d36158a90e81381523d Called ShotFEAT_CALLED_SHOT 575434c262d08aefe9f0b21fb23bbeb6Cleave FEAT_CLEAVE 3a0fc70d8df76e1de0520d8de74a7af5Combat CastingFEAT_COMBAT_CASTING 43fd253b171c4fcf61e4a41d7c7d50ccCrippling StrikeFEAT_CRIPPLING_STRIKE f98697284f9992e54c241c015f317bebDamage ReductionFEAT_DAMAGE_REDUCTION b4e1c610cd743c77efbbaf225164687b DarkvisionFEAT_DARKVISION 41347c1ad73ec70ab92067d06903125bDeath Domain PowerFEAT_DEATH_DOMAIN_POWER c366f1193b67dbe2913ceb8557280527Defensive RollFEAT_DEFENSIVE_ROLL d586aee54a3d278fa2b5780554f065d5Deflect ArrowsFEAT_DEFLECT_ARROWS 3dc8c78fb37c9b5a2ba9f8c4fb224751Destruction Domain PowerFEAT_DESTRUCTION_DOMAIN_POWER 45679328324c70f616df0493ddc239d8 Diamond BodyFEAT_DIAMOND_BODY d1621984d117174a7dd79b564199a4f8Disarm FEAT_DISARM 225ebab18106fc0be772b8a95be2efb9 Divine GraceFEAT_DIVINE_GRACE 1ced7b104204b7e58b02bd94d3ba8285 Divine HealthFEAT_DIVINE_HEALTH 180f899404e0c22a934f2985c7f894b3Dodge FEAT_DODGE 453108b7a1f45584bcfbe57dade3d262Earth Domain PowerFEAT_EARTH_DOMAIN_POWER a217f6a3adca68a66dce8cb7eb1288d8Elemental ShapeFEAT_ELEMENTAL_SHAPE d725fb94dab2bf418798bc2c69a868bd Empower SpellFEAT_EMPOWER_SPELL 7b77482437f0085a848cc0bffe66fba9 Empty BodyFEAT_EMPTY_BODY 245f9912c5be0f26643c1f8fd32ffa41Evasion FEAT_EVASION 7ac22dea545061c35c9b1f0a19ee94f0Evil Domain PowerFEAT_EVIL_DOMAIN_POWER 53174ebd6ae558be3206c6327bb3a846 Extend SpellFEAT_EXTEND_SPELL ffc77a24a3cdf8be4d6e15c06f87699b Extra TurningFEAT_EXTRA_TURNING 774b2d5996a6b117b58216b376109b33Favored Enemy AberrationFEAT_FAVORED_ENEMY_ABERRATION 102eddfe9aee3092ce83f635e663ab92Favored Enemy AnimalFEAT_FAVORED_ENEMY_ANIMAL ca22b451e87e280be3e5277a74943d42Favored Enemy BeastFEAT_FAVORED_ENEMY_BEAST 1af476500b410e503de0d512d1a93bdcFavored Enemy ConstructFEAT_FAVORED_ENEMY_CONSTRUCT 8f779825c25c9e6f94edc4c6a2be20f7Favored Enemy DragonFEAT_FAVORED_ENEMY_DRAGON cb188ea705d5928b17b3c0ab2e7073c7Favored Enemy DwarfFEAT_FAVORED_ENEMY_DWARF b6feb76cb44e317a0de2a173d7243073Favored Enemy ElementalFEAT_FAVORED_ENEMY_ELEMENTAL 350a830d20402ee4e38bd331995fe45bFavored Enemy ElfFEAT_FAVORED_ENEMY_ELF 214ae96c774e57fd237e0ed9b2133d27Favored Enemy FeyFEAT_FAVORED_ENEMY_FEY 700f23c34e00ba5bbbd5163979c88736Favored Enemy GiantFEAT_FAVORED_ENEMY_GIANT e3b46b698b3dfd48b5399545021427deFavored Enemy GnomeFEAT_FAVORED_ENEMY_GNOME 911203f295e234006d3bcf086e1952e6Favored Enemy GoblinoidFEAT_FAVORED_ENEMY_GOBLINOID 68b60ecbcaad85a587f27b2131c5ba36Favored Enemy HalfelfFEAT_FAVORED_ENEMY_HALFELF aaf921eb9917b8daae99d1a08912b82eFavored Enemy HalflingFEAT_FAVORED_ENEMY_HALFLING 62c16dc3820b11307d0d5ac06a306150Favored Enemy HalforcFEAT_FAVORED_ENEMY_HALFORC 7aea431d3f230afce739a3cb289b037dFavored Enemy HumanFEAT_FAVORED_ENEMY_HUMAN a2b32c4d5b585f03c7dc7f1bacba7dffFavored Enemy Magical Beast FEAT_FAVORED_ENEMY_MAGICAL_BEAST e679af69898f690353e0d2662cd5b860Favored Enemy MonstrousFEAT_FAVORED_ENEMY_MONSTROUS 362e9dad529ca2e0888ac8b834f0f214Favored Enemy OrcFEAT_FAVORED_ENEMY_ORC 8750561f547ffeec73735e06840e8430Favored Enemy OutsiderFEAT_FAVOURED_ENEMY_OUTSIDER 8c7e360abefc04501439a83f4775ef99Favored Enemy ShapechangerFEAT_FAVORED_ENEMY_SHAPECHANGER afbe3d0f29264e71a77acfe3181aec04Favored Enemy UndeadFEAT_FAVORED_ENEMY_UNDEAD 4595fa322affc347e52eecf0ccc73287Favored Enemy VerminFEAT_FAVORED_ENEMY_VERMIN 5a8f692f04c60887f8a70f37a302faf9Fearless FEAT_FEARLESS e7e7cd95b81c756e0883ee14c66258faFire Domain PowerFEAT_FIRE_DOMAIN_POWER b4431ff88c1e4341308377e03c14ee52Flurry of BlowsFEAT_FURRY_OF_BLOWS d3eefe01f8a7afd4e0be750980ccbd07Good Aim FEAT_GOOD_AIM 2b9e2abd9aa7bbecf23f4776d1ad89ddGood Domain PowerFEAT_GOOD_DOMAIN_POWER f168a874d5a4ca01675e3851a6879a09Great FortitudeFEAT_GREAT_FORTITUDE d57e5b603c7f00cf01f8dc9c06790cdfHardiness vs. Enchantments"FEAT_HARDINESS_VERSUS_ENCHANTMENTS a81122c85da985ab691d0708015adc69Hardiness vs. IllusionsFEAT_HARDINESS_VERSUS_ILLUSIONS 40ad6386fe10059f20b5ac8dff636097Hardiness vs. PoisonsFEAT_HARDINESS_VERSUS_POISONS 6c38c19fee5da6cc9c9ca8406c6d0872Hardiness vs. SpellsFEAT_HARDINESS_VERSUS_SPELLS 12c6ee56319f1c4eed8ecd29a32812cdHealing Domain PowerFEAT_HEALING_DOMAIN_POWER 4c45360f0ad718f64c4c98ff28336741Immunity to SleepFEAT_IMMUNITY_TO_SLEEP 6f9d4a7887a4f6d48af0f499c6c6ed81Improved Critical Bastard Sword$FEAT_IMPROVED_CRITICAL_BASTARD_SWORD 16f26c6e9b4505e6f4d37f4cd00a0883Improved Critical Battle Axe!FEAT_IMPROVED_CRITICAL_BATTLE_AXE a8879d45da9eea3ba3759a6f41c46772Improved Critical ClubFEAT_IMPROVED_CRITICAL_CLUB d9344ef6d765add7e4d34d1fc776372bImproved Critical CreatureFEAT_IMPROVED_CRITICAL_CREATURE 40f8a2173f295a2c4a38e0422cc1940eImproved Critical DaggerFEAT_IMPROVED_CRITICAL_DAGGER f6a9536ab5dc7a26d1daf4440884f3d0Improved Critical DartFEAT_IMPROVED_CRITICAL_DART dc9ccca1d6c1e22347d4cf5553033a5dImproved Critical Dire Mace FEAT_IMPROVED_CRITICAL_DIRE_MACE 2174542f28b4085416d9db2122dd4470Improved Critical Double Axe!FEAT_IMPROVED_CRITICAL_DOUBLE_AXE 218c090f38b5faf2ec37483fc615083fImproved Critical Great Axe FEAT_IMPROVED_CRITICAL_GREAT_AXE 0fd451605fae9e9c6608cee0eabeef6fImproved Critical Great Sword"FEAT_IMPROVED_CRITICAL_GREAT_SWORD 734c5c18e749ad12255c798e385f4bccImproved Critical HalberdFEAT_IMPROVED_CRITICAL_HALBERD 10e204e8d761556992259435f9de3a4dImproved Critical Hand AxeFEAT_IMPROVED_CRITICAL_HAND_AXE b7ed7462731a894e0bce4b4e692ad884 Improved Critical Heavy Crossbow%FEAT_IMPROVED_CRITICAL_HEAVY_CROSSBOW 09b49c71bb6527a11b4dd3bff8443b25Improved Critical Heavy Flail"FEAT_IMPROVED_CRITICAL_HEAVY_FLAIL 935132a20ed221fc4ac181279918d067Improved Critical KamaFEAT_IMPROVED_CRITICAL_KAMA 655898fc251265a397df47ce94f5cc80Improved Critical KatanaFEAT_IMPROVED_CRITICAL_KATANA 5177ddcf7162e00b0090d2f97d6dc2aaImproved Critical KukriFEAT_IMPROTVED_CRITICAL_KUKRI b436f6d9589968673e51535fe4334b30 Improved Critical Light Crossbow%FEAT_IMPROVED_CRITICAL_LIGHT_CROSSBOW b298805ee058cff56efcb0de31427afeImproved Critical Light Flail"FEAT_IMPROVED_CRITICAL_LIGHT_FLAIL feeaacb4190aa3501ab1ba98131f50adImproved Critical Light Hammer#FEAT_IMPROVED_CRITICAL_LIGHT_HAMMER 917f9362bbae39c94626955e313f6e92Improved Critical Light Mace!FEAT_IMPROVED_CRITICAL_LIGHT_MACE 5e3e5204e2d2e90c31fb02bc6807ce0eImproved Critical Long Sword!FEAT_IMPROVED_CRITICAL_LONG_SWORD 8081d62d6a790b23f0f21f8a13bfd934Improved Critical LongbowFEAT_IMPROVED_CRITICAL_LONGBOW 26e84cdd915e6ede9820e2767b2fa89dImproved Critical Morning Star#FEAT_IMPROVED_CRITICAL_MORNING_STAR 8352c88d2d9cd3d08d66456f77e8e482Improved Critical RapierFEAT_IMPROVED_CRITICAL_RAPIER 8ca9f8cd46268545b5be34942b37ea52Improved Critical ScimitarFEAT_IMPROVED_CRITICAL_SCIMITAR 3a84fea490093edf75e63b651be3a5ceImproved Critical ScytheFEAT_IMPROVED_CRITICAL_SCYTHE f2e509db99fec40c2549b9639356eaa3Improved Critical Short Sword"FEAT_IMPROVED_CRITICAL_SHORT_SWORD 258ccd341347402c35e5dd7be4e7a0a5Improved Critical ShortbowFEAT_IMPROVED_CRITICAL_SHORTBOW 715a8074ea9c63d26e83f37cab6b4bbdImproved Critical ShurikenFEAT_IMPROVED_CRITICAL_SHURIKEN 2d1a267e6b94b69e72c85f79c86d7d9eImproved Critical SickleFEAT_IMPROVED_CRITICAL_SICKLE 59288c6639cd340bff6495ca053428faImproved Critical SlingFEAT_IMPROVED_CRITICAL_SLING ca1a77c7523303f89981139d6ef78443Improved Critical SpearFEAT_IMPROVED_CRITICAL_SPEAR 6ed61ba1c7b577b347d5db11a2648232Improved Critical StaffFEAT_IMPROVED_CRITICAL_STAFF dcd73e047b7d6866d22af9caffb1c7a2Improved Critical Throwing Axe#FEAT_IMPROVED_CRITICAL_THROWING_AXE 5f7d171a33de79fd74fe84965e262899"Improved Critical Two-Bladed Sword'FEAT_IMPROVED_CRITICAL_TWO_BLADED_SWORD aa0bc7c6735190b822191b8faea5da1c Improved Critical Unarmed Strike%FEAT_IMPROVED_CRITICAL_UNARMED_STRIKE 3b8efac9a25b766aafc1fc5a9ef2da4cImproved Critical War Hammer!FEAT_IMPROVED_CRITICAL_WAR_HAMMER 8d2449e6c743fd93a9bd4ac22b2758b9Improved DisarmFEAT_IMPROVED_DISARM 061e5fc28f522944fe878b36b5a2a933Improved EvasionFEAT_IMPROVED_EVASION b597f879ce4b23578756e3807998974eImproved KnockdownFEAT_IMPROVED_KNOCKDOWN 280957885333136160547b4e831062baImproved ParryFEAT_IMPROVED_PARRY f47ee7f429b51a04f3fb1669acf7ae00Improved Power AttackFEAT_IMPROVED_POWER_ATTACK 5d90a75ab76248325b7b5e43ccee5fd8Improved Two-Weapon Fighting"FEAT_IMPROVED_TWO_WEAPONG_FIGHTING e7bcdf2be31200150704d020ae68ca52Improved Unarmed StrikeFEAT_IMPROVED_UNARMED_STRIKE 051b90e6e8d2344615e7e90e87030f4d Iron WIllFEAT_IRON_WILL f7e451708f9fcd714dbb296ad8a0e6b6 Keen SenseFEAT_KEEN_SENSE 1f3933edc5a0f152dc624980f49031b8 Ki StrikeFEAT_KI_STRIKE a79d24dd15b6ab9734f9c12c9a2d49ecKnowledge Domain PowerFEAT_KNOWLEDGE_DOMAIN_POWER f6d3aaf85ad828d5d7d3c8d2c91f8a36 Lay on HandsFEAT_LAY_ON_HANDS a738c98c2160e7416f19cb411ac7d1ceLightning ReflexesFEAT_LIGHTNING_REFLEXES 6e1eebd8ab802d349920f6995a4091dfLowlightvisionFEAT_LOWLIGHTVISION 0d0143a4fce942a716c997546a88f304Luck Domain PowerFEAT_LUCK_DOMAIN_POWER 695b6ab9c69e2b7e380e8c75957892b7Lucky FEAT_LUCKY 89ab9ea5f503cbd8fc559a66b524d269Magic Domain PowerFEAT_MAGIC_DOMAIN_POWER cc1d27162b1987ebed4316a61f742ff8Maximize SpellFEAT_MAXIMIZE_SPELL e5c11a17e56110e77f1fd0e7fb69e1f4Mobility FEAT_MOBILITY 02fe87804eef23312779e667c73dbcd3 Monk AC BonusFEAT_MONK_AC_BONUS 6f290919e196ed734817a5d477dfa6f1Monk EnduranceFEAT_MONK_ENDURANCE 210e869881b7e89f62a36d1a4ac919df Nature SenseFEAT_NATURE_SENSE 63891e2ede8e6248ed1d2a3be3686359 OpportunistFEAT_OPPORTUNIST 5a828f141d08f4c093eff73c9718c9c8Partial Skill Affinity, Listen"FEAT_PARTIAL_SKILL_AFFINITY_LISTEN de4e92d5f92a0a87d08b237faa83dd25Partial Skill Affinity, Search"FEAT_PARTIAL_SKILL_AFFINITY_SEARCH e8a8a31838b4bfa33ce37bef923805ebPartial Skill Affinity, Spot FEAT_PARTIAL_SKILL_AFFINITY_SPOT d202958ce65e99d758d9bf1bebd56531 Perfect SelfFEAT_PERFECT_SELF a9bc69990636abd68269722b3c9976bcPlant Domain PowerFEAT_PLANT_DOMAIN_POWER f255df42d6659875b0a516a34ed17a55Point Blank ShotFEAT_POINT_BLANK_SHOT f0f0e117d5a75745680497ec908e4b3b Power AttackFEAT_POWER_ATTACK 5550a026163f5208fe4d1fa12c5286d9Protection Domain PowerFEAT_PROTECTION_DOMAIN_POWER 7dca82d0800b53e40a4bd1c3217b1a86Purity of BodyFEAT_PURITY_OF_BODY 47b43dc82d721fefeb89431ad555d888Quick to MasterFEAT_QUICK_TO_MASTER 1a0a6da5523e6da369ae8dd932ecc2e2 Quicken SpellFEAT_QUICKEN_SPELL 9f3e931bf4335bb9572a49b427de81a3Quivering PalmFEAT_QUIVERING_PALM 4b81a82db33bb79cbfabaf8240a0ebce Rapid ShotFEAT_RAPID_SHOT 4bfe6832b352a78e8803b358a8c561daRemove DiseaseFEAT_REMOVE_DISEASE aa9245403cd5618a62163769972780bbResist Natures LureFEAT_RESIST_NATURES_LURE 64a85333fa3a462d632029860622ebaeSapFEAT_SAP 35714f38180c6b9370890a53704e66d9Shield ProficiencyFEAT_SHIELD_PROFICIENCY dee6e25a693a0b953bb274c03dd71ee5 Silence SpellFEAT_SILENCE_SPELL a173096cf4f8517e0812ba2d2c0cd198Skill Affinity, Concentration!FEAT_SKILL_AFFINITY_CONCENTRATION 63deb8ad917265348b3ab184b10f92c6Skill Affinity, ListenFEAT_SKILL_AFFINITY_LISTEN 3e3c0f0dca0e68379bfc899bd19f00c8Skill Affinity, LoreFEAT_SKILL_AFFINITY_LORE 575d4a476a6b1466c6644676ca7e2fe5Skill Affinity, Move Silently!FEAT_SKILL_AFFINITY_MOVE_SILENTLY 9afaa17b9775bf972a01a5ff19e23aa2Skill Affinity, SearchFEAT_SKILL_AFFINITY_SEARCH de6cf20dfa1dbd4428c6b40c670ab351Skill Affinity, SpotFEAT_SKILL_AFFINITY_SPOT b3a12aa4ed5ce9b2943c41e6bcf451aeSkill Focus, Animal EmpathyFEAT_SKILL_FOCUS_ANIMAL_EMPATHY 81fc1255cb3f7a6ec76c8c24715f9875Skill Focus, ConcentrationFEAT_SKILL_FOCUS_CONCENTRATION 35c03362464e5ad62304a98c25323b0dSkill Focus, Disable TrapFEAT_SKILL_FOCUS_DISABLE_TRAP a4bcc2bdf9f516e4fdc4f6a461c77042Skill Focus, DisciplineFEAT_SKILL_FOCUS_DISCIPLINE ca5518628aedc0cdfe33f5428834cad8Skill Focus, HealFEAT_SKILL_FOCUS_HEAL c6d01d0d60a96e4d7df261bd15b5e912Skill Focus, HideFEAT_SKILL_FOCUS_HIDE afb1b9a23ec7e04631e1e9f087dcf736Skill Focus, ListenFEAT_SKILL_FOCUS_LISTEN 56885f14f948c6c00e946fc04658c5d4Skill Focus, LoreFEAT_SKILL_FOCUS_LORE 571f73fd6c5cf43f2ee4aa6886b9d22eSkill Focus, Move SilentlyFEAT_SKILL_FOCUS_MOVE_SILENTLY e6fa23cd73b31a80525aed346ba09178Skill Focus, PerformFEAT_SKILL_FOCUS_PERFORM bac93836c6ab1258e954914a0c4581d9Skill Focus, PersuadeFEAT_SKILL_FOCUS_PERSUADE a8f618b942a5b056dbde7f2e7287034dSkill Focus, Pick PocketFEAT_SKILL_FOCUS_PICK_POCKET ad12baac125fd15425498f3d532af07cSkill Focus, SearchFEAT_SKILL_FOCUS_SEARCH 8d1b7c97902d5069c9f4f478b1544538Skill Focus, Set TrapFEAT_SKILL_FOCUS_SET_TRAP 2fc6eb855371b734757a0c845c49947dSkill Focus, SpellcraftFEAT_SKILL_FOCUS_SPELLCRAFT b0df115097f28591b165ee676833e1b4Skill Focus, SpotFEAT_SKILL_FOCUS_SPOT cf1b46350954a1cae30aa890b3ec6849Skill Focus, TauntFEAT_SKILL_FOCUS_TAUNT 1dc0210d868260d64ffd3daa2b8d7777Skill Focus, Use Magic Device!FEAT_SKILL_FOCUS_USE_MAGIC_DEVICE 892ccdb6a07b01e495c0e05f2e84d8f5 Skill MasteryFEAT_SKILL_MASTERY 5004d156f8cd1b08069a63785ac0a320 Slippery MindFEAT_SLIPPERY_MIND ef36a7540e9340c698c1278725b11bc5 Smite EvilFEAT_SMITE_EVIL 56fc44f20aaa81f6058739d83a8cea10 Seak AttackFEAT_SNEAK_ATTACK 0d56570da82bfe9adaf4e8b44266ade9Spell Focus, AbjurationFEAT_SPELL_FOCUS_ABJURATION 0fc396a06d8f0bddf3cace6ffad45b3aSpell Focus, ConjurationFEAT_SPELL_FOCUS_CONJURATION 32eed33dd805ed032ea621114f186e15Spell Focus, DivinationFEAT_SPELL_FOCUS_DIVINATION d8b1c6e9ec66aca2181568adb4a083f4Spell Focus, EnchantmentFEAT_SPELL_FOCUS_ENCHANTMENT 7c3e8b0336c5b544329d32723063e015Spell Focus, EvocationFEAT_SPELL_FOCUS_EVOCATION f12218a043d48aa3e88e5b19c58d28d9Spell Focus, IllusionFEAT_SPELL_FOCUS_ILLUSION 1bd7b7c3ac771ee09934506e7b970d99Spell Focus, NecromancyFEAT_SPELL_FOCUS_NECROMANCY 5943f6aeb02d893f04eb797c346acb34Spell Focus, TransmutationFEAT_SPELL_FOCUS_TRANSMUTATION 101ff08f8a4654469832f44e96a746b9Spell PenetrationFEAT_SPELL_PENETRATION 73d9d6a31b9a7defa7b1badf7a5e6f0f Still MindFEAT_STILL_MIND fd49995dc576c5d0aea976342e0bbe8a Still SpellFEAT_STILL_SPELL 5f53f33a8877204f20f9deb081cbc645 StonecunningFEAT_STONECUNNING 247dfadc71ea758933169214855b42dfStrength Domain PowerFEAT_STRENGTH_DOMAIN_POWER bdda4bd840c7e7a361b235814051458d Stunning FistFEAT_STUNNING_FIST 3a7ea7b26f027c7d5d6273c62aa42105Summon FamiliarFEAT_SUMMON_FAMILIAR 6e6e5a7b924be27d80227731ed823a1aSun Domain PowerFEAT_SUN_DOMAIN_POWER 66aa6cce79df6d71d0917aeb1bc5cdac ToughnessFEAT_TOUGHNESS 16d5bd53dbca917771d2a204ce9cf86dTrackless StepFEAT_TRACKLESS_STEP d558753a8c1130cf4f74347a100c0df1Travel Domain PowerFEAT_TRAVEL_DOMAIN_POWER 5e08a55c5d6569e0f545358ff4e8816aTrickery Domain PowerFEAT_TRICKERY_DOMAIN_POWER f5a5de7ca2a08978971791bc8c7c9e2f Turn UndeadFEAT_TURN_UNDEAD 086728505ace864951e89252e4e32a0aTwo-Weapon FightingFEAT_TWO_WEAPON_FIGHTING 5380da26764de9ee65924d036b4039d9Uncanny Dodge IFEAT_UNCANNY_DODGE_1 baf34802da4898576ef2310c9b36253dUncanny Dodge IIFEAT_UNCANNY_DODGE_2 5904a8158db46d92fc93ea048ae5037dUncanny Dodge IIIFEAT_UNCANNY_DODGE_3 f123a60e2086240d83532fcb3448c6eeUncanny Dodge IVFEAT_UNCANNY_DODGE_4 9e24091aef21b7eee3b99e0ceb6d0c15Uncanny Dodge VFEAT_UNCANNY_DODGE_5 33bc8d423f590964bd109b684b68b0f0Uncanny Dodge VIFEAT_UNCANNY_DODGE_6 0b68737e1f80e6d0f0577e86b79b0eadUncanny ReflexFEAT_UNCANNY_REFLEX 28e9e44f9478e080d7bd33988a78992fVenom ImmunityFEAT_VENOM_IMMUNITY 0b5465cb5e3c6583e0115f31c3bcc21aWar Domain PowerFEAT_WAR_DOMAIN_POWER 64e6d7f78716ab4f7f8ea071b3d2a5f3Water Domain PowerFEAT_WATER_DOMAIN_POWER c4ea9226aae0b7f4957cdae8f1680700Weapon FinesseFEAT_WEAPON_FINESSE a7062911cccef12d11695baafbe73451Weapon Focus, Bastard SwordFEAT_WEAPON_FOCUS_BASTARD_SWORD f6a6f1ce27847b2a4251d5b1b3737a10Weapon Focus, Battle AxeFEAT_WEAPON_FOCUS_BATTLE_AXE 958032756c8459aea214c8241d420fbcWeapon Focus, ClubFEAT_WEAPON_FOCUS_CLUB bf76668ad8cea136ed8f6ab1afcdd390Weapon Focus, CreatureFEAT_WEAPON_FOCUS_CREATURE 010d07e1b26b0f100a94306fbae2c2a2Weapon Focus, DaggerFEAT_WEAPON_FOCUS_DAGGER 71a4a680343176ea6e2326bbcfffab37Weapon Focus, DartFEAT_WEAPON_FOCUS_DART 7528a9eb19dd229c38b87cbbb015950bWeapon Focus, Dire MaceFEAT_WEAPON_FOCUS_DIRE_MACE 43e369bb3908cb7e1c9cef72d6857552Weapon Focus, Double AxeFEAT_WEAPON_FOCUS_DOUBLE_AXE 0f2452e43c1e798f98625841671aaf27Weapon Focus, Great AxeFEAT_WEAPON_FOCUS_GREAT_AXE 1f59164fb9f23e608e7cd108ab4e9ad0Weapon Focus, Great SwordFEAT_WEAPON_FOCUS_GREAT_SWORD 3e92611697d7064b37100a999cfa8a6fWeapon Focus, HalberdFEAT_WEAPON_FOCUS_HALBERD 66ed5f0a83f1b4224d40513ae47b7c23Weapon Focus, Hand AxeFEAT_WEAPON_FOCUS_HAND_AXE 77bd10e7659f6df331c265cfddded8b1Weapon Focus, Heavy Crossbow FEAT_WEAPON_FOCUS_HEAVY_CROSSBOW 53917625f6bd240695884119c10f3dc3Weapon Focus, Heavy FlailFEAT_WEAPON_FOCUS_HEAVY_FLAIL ecb0a7437c4cced162fe9ad88429ec41Weapon Focus, KamaFEAT_WEAPON_FOCUS_KAMA d46d52a73ab9ad8e15dcbb120b626723Weapon Focus, KatanaFEAT_WEAPON_FOCUS_KATANA f526c01df2400453347ed3f2877fcf0fWeapon Focus, KukriFEAT_WEAPON_FOCUS_KUKRI a49add2a1849bde2367c54756e022075Weapon Focus, Light Crossbow FEAT_WEAPON_FOCUS_LIGHT_CROSSBOW 7228541d36f0617e98921352518dbe22Weapon Focus, Light FlailFEAT_WEAPON_FOCUS_LIGHT_FLAIL 2e0cc69c6ac96d15630265c089190db6Weapon Focus, Light HammerFEAT_WEAPON_FOCUS_LIGHT_HAMMER f69c5cacb26962019ed100ea564b2054Weapon Focus, Light MaceFEAT_WEAPON_FOCUS_LIGHT_MACE d207ee36628b827b6c323a42ace6ca06Weapon Focus, Long SwordFEAT_WEAPON_FOCUS_LONG_SWORD 5e0f190ba50214e968dbe115a0ba08cdWeapon Focus, LongbowFEAT_WEAPON_FOCUS_LONGBOW 5a3ba681b930b6e8a6a8649530056348Weapon Focus, Morning StarFEAT_WEAPON_FOCUS_MORNING_STAR c0d20a5171a2283c375c49fa897d6e62Weapon Focus, RapierFEAT_WEAPON_FOCUS_RAPIER 78c29c17111401795ddb381732d30435Weapon Focus, ScimitarFEAT_WEAPON_FOCUS_SCIMITAR a3115f9f4deb10bc66a2868a9bae11eaWeapon Focus, ScytheFEAT_WEAPON_FOCUS_SCYTHE 324b6960c17e4d36740344d05ae817c0Weapon Focus, Short SwordFEAT_WEAPON_FOCUS_SHURIKEN 82b00dfd01c8f8aba9fb462a7ac4afb4Weapon Focus, SickleFEAT_WEAPON_FOCUS_SICKLE 70f0aee49d4afed140504909bae10574Weapon Focus, SlingFEAT_WEAPON_FOCUS_SLING 3c15b8ce3d19e5d1490d9c411d70f6e4Weapon Focus, SpearFEAT_WEAPON_FOCUS_SPEAR 18182c7b51cf791a9752f158455a9b68Weapon Focus, StaffFEAT_WEAPON_FOCUS_STAFF 25887d815c073965f157f8fbcf8de932Weapon Focus, Throwing AxeFEAT_WEAPON_FOCUS_THROWING_AXE 69ca44b9699f5d21fa6e833b9f0f68adWeapon Focus, Two-Bladed Sword"FEAT_WEAPON_FOCUS_TWO_BLADED_SWORD 3566c0078f5e97028a75928a870ee4d5Weapon Focus, Unarmed Strike FEAT_WEAPON_FOCUS_UNARMED_STRIKE 81b0f9261c950cd9f68efa6133aac439Weapon Focus, War HammerFEAT_WEAPON_FOCUS_WAR_HAMMER ddc11730a490677eeb4b2fa93c96186cWeapon Proficiency, Creature FEAT_WEAPON_PROFICIENCY_CREATURE 5a056ad8f5440bcd14717df19aea157bWeapon Proficiency, DruidFEAT_WEAPON_PROFICIENCY_DRUID 056fe198af3650fa2ab1074021ad03ceWeapon Proficiency, ElfFEAT_WEAPON_PROFICIENCY_EXOTIC 49026e2b9e2ed266e5103402fee93b2dWeapon Proficiency, MartialFEAT_WEAPON_PROFICIENCY_MARTIAL 127c9a0addc0991fdee6d0a459da6092Weapon Proficiency, MonkFEAT_WEAPON_PROFICIENCY_MONK 418f1304b2953daaed8d3412fecf960cWeapon Proficiency, RogueFEAT_WEAPON_PROFICIENCY_ROGUE c7b2105872a2421ab19461d11868fab5Weapon Proficiency, SimpleFEAT_WEAPON_PROFICIENCY_SIMPLE bf6a4dc2854e8c54a8959255f1edb4c4Weapon Proficiency, WizardFEAT_WEAPON_PROFICIENCY_WIZARD 76f70b7dc60e6d0df9162e7ee092d13e$Weapon Specialization, Bastard Sword(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD ce66e3f61c98dcfc77a4f80228a3bcfa!Weapon Specialization, Battle Axe%FEAT_WEAPON_SPECIALIZATION_BATTLE_AXE bc53298c1d61803827f7d61578d23289Weapon Specialization, ClubFEAT_WEAPON_SPECIALIZATION_CLUB 88cf2d62ed9cfa8603de1c017de79949Weapon Specialization, Creature#FEAT_WEAPON_SPECIALIZATION_CREATURE 2e7fe87e76dc30ae651c1ff57294bfe1Weapon Specialization, Dagger!FEAT_WEAPON_SPECIALIZATION_DAGGER 657f3f66a7a024c5a75179896183adb7Weapon Specialization, DartFEAT_WEAPON_SPECIALIZATION_DART 473438b29d18285b3dc1608f16d1b014 Weapon Specialization, Dire Mace$FEAT_WEAPON_SPECIALIZATION_DIRE_MACE 155bfab65aeee54793e0b9f30f332caf!Weapon Specialization, Double Axe%FEAT_WEAPON_SPECIALIZATION_DOUBLE_AXE 982ce10340997c0bacd5312b9c07ae51 Weapon Specialization, Great Axe$FEAT_WEAPON_SPECIALIZATION_GREAT_AXE c99aa364ae16158ca891fc7cce321135"Weapon Specialization, Great Sword&FEAT_WEAPON_SPECIALIZATION_GREAT_SWORD 3500bd4359d7d52ceb714791531cc3d1Weapon Specialization, Halberd"FEAT_WEAPON_SPECIALIZATION_HALBERD e9648d742656fd777a803ad8bc387306Weapon Specialization, Hand Axe#FEAT_WEAPON_SPECIALIZATION_HAND_AXE b8dfb2d36378eb3d1be50b39ab5bcd92%Weapon Specialization, Heavy Crossbow)FEAT_WEAPON_SPECIALIZATION_HEAVY_CROSSBOW 6d596ba324ad64bba9978dcabd2eb745"Weapon Specialization, Heavy Flail&FEAT_WEAPON_SPECIALIZATION_HEAVY_FLAIL 1974b249912898b7e3284b8fb8755de0Weapon Specialization, KamaFEAT_WEAPON_SPECIALIZATION_KAMA 2dc70fce9be2bcede004781e302022eeWeapon Specialization, Katana!FEAT_WEAPON_SPECIALIZATION_KATANA c37349d6379d86a00b45118a3922d4a4Weapon Specialization, Kukri FEAT_WEAPON_SPECIALIZATION_KUKRI 4a19826c23e564a3240c8d6ea877e75a%Weapon Specialization, Light Crossbow)FEAT_WEAPON_SPECIALIZATION_LIGHT_CROSSBOW 5ba0b8e9c60c33c8b0126cbc6679bbc7"Weapon Specialization, Light Flail&FEAT_WEAPON_SPECIALIZATION_LIGHT_FLAIL 8609a749a68e71151ac656ddd3f697fc#Weapon Specialization, Light Hammer'FEAT_WEAPON_SPECIALIZATION_LIGHT_HAMMER 69c4a671d410db9be64fea2cae22b1ef!Weapon Specialization, LIght Mace%FEAT_WEAPON_SPECIALIZATION_LIGHT_MACE f79ca9aacadf03471c76886adf4e5465!Weapon Specialization, Long Sword%FEAT_WEAPON_SPECIALIZATION_LONG_SWORD c12fa8c378b47b7fd531f171886ca4a2Weapon Specialization, Longbow"FEAT_WEAPON_SPECIALIZATION_LONGBOW fa1e635d31306a66f389f89902d24ef2#Weapon Specialization, Morning Star'FEAT_WEAPON_SPECIALIZATION_MORNING_STAR b1bea9ca9c7fd61eee76e15651e9d1b9Weapon Specialization, Rapier!FEAT_WEAPON_SPECIALIZATION_RAPIER 1bd26012f81b31cedf379e7dbefd90edWeapon Specialization, Scimitar#FEAT_WEAPON_SPECIALIZATION_SCIMITAR 3edc7d83f2a2b300e69eb7045abff6e9Weapon Specialization, Scythe!FEAT_WEAPON_SPECIALIZATION_SCYTHE 5109d8bd316dddddb9034ed25c13cc9e"Weapon Specialization, Short Sword&FEAT_WEAPON_SPECIALIZATION_SHORT_SWORD 270c959d4ea3f171245f934d49b1bbb5Weapon Specialization, Shortbow#FEAT_WEAPON_SPECIALIZATION_SHORTBOW 359e30a3bd54e84ca0876cd397bcd261Weapon Specialization, Shuriken#FEAT_WEAPON_SPECIALIZATION_SHURIKEN 40334cb672d56de181ed97be1d3e4dd1Weapon Specialization, Sickle!FEAT_WEAPON_SPECIALIZATION_SICKLE dd45cbc8230bad4f91657f18928bc997Weapon Specialization, Sling FEAT_WEAPON_SPECIALIZATION_SLING 4e40ea2a5cfca6f99969482a8ce83c01Weapon Specialization, Spear FEAT_WEAPON_SPECIALIZATION_SPEAR b9e110e5018ee57ed6b64ed68ff09f64Weapon Specialization, Staff FEAT_WEAPON_SPECIALIZATION_STAFF 28e5618390ef9406281597b146334c62#Weapon Specialization, Throwing Axe'FEAT_WEAPON_SPECIALIZATION_THROWING_AXE 6ab0844b22acd701f66c496df7deebf3'Weapon Specialization, Two-Bladed Sword+FEAT_WEAPON_SPECIALIZATION_TWO_BLADED_SWORD 901d49c54b1f015ab9570caa09d17f5d%Weapon Specialization, Unarmed Strike)FEAT_WEAPON_SPECIALIZATION_UNARMED_STRIKE 3bd0d37addd19502bbeabd29930515fb!Weapon Specialization, War Hammer%FEAT_WEAPON_SPECIALIZATION_WAR_HAMMER df562ad0acf57020d83ded5aa3645ae8Wholeness of BodyFEAT_WHOLENESS_OF_BODY 8386abf754a1c7c32810d705a0f1f80e Wild ShapeFEAT_WILD_SHAPE bf985464f73b6e64b800011426460fdaWoodland StrideFEAT_WOODLAND_STRIDE 653f083f4247b8d06c3ab97a2a1c22cbInventory Slot ecabb3ce1ef6d66b6fb69b54e84b191dArmsINVENTORY_SLOT_ARMS dd57ad700bff3b16f77f54dff6e221a6ArrowsINVENTORY_SLOT_ARROWS d3b7bfcd8b1e7efde000b51d540b16feBeltINVENTORY_SLOT_BELT 44ba336ef5130aa0c6bac7687899b48aBoltsINVENTORY_SLOT_BOLTS 3e366362e4aaba379e7c82c9f6c0f8b1BootsINVENTORY_SLOT_BOOTS c25c5875c4291ab4e16f1bc4c7a1f04eBulletsINVENTORY_SLOT_BULLETS b0db44e75c02549a5f7b16cbe88ee000ChestINVENTORY_SLOT_CHEST 89da131a95806905c5d82daa4340c066CloakINVENTORY_SLOT_CLOAK 46b4deb4fa2593dabb621fc62cd63af4Creature ArmourINVENTORY_SLOT_CARMOUR 87a93db4cbf7ae0611fcaa99fb75f932Creature Weapon, LeftINVENTORY_SLOT_CWEAPON_L 594a545e90f9b270a65f7b48f59609d8Creature Weapon, RightINVENTORY_SLOT_CWEAPON_R ec12fbea25990d17079cff89f3748d3eCreature Weapon, SpecialINVENTORY_SLOT_CWEAPON_B d8048cb8a553cf9ffe1fc97a60f9966cHeadINVENTORY_SLOT_HEAD 5ecbb28d1e69e22ec08cf8f368ff1690NeckINVENTORY_SLOT_NECK faea32adb3c8139787147b4df692a843 Left HandINVENTORY_SLOT_LEFTHAND 4a04402d933c4cf94bd8c3d2e6a2fd62 Right HandINVENTORY_SLOT_RIGHTHAND 583937bbc79162a2ec8671e86ac286dd Left RingINVENTORY_SLOT_LEFTRING 9ba3fc30a8b326978cb583ab80b92be6 Right RingINVENTORY_SLOT_RIGHTRING d1d80cd1697c56ba03da6ff6d9fc6f0a Object Kind 8e69011ceaddd622e1317a951b35f382AllOBJECT_TYPE_ALL 18a9b947f6dbdcd905a453be61504bdeArea of EffectOBJECT_TYPE_AREA_OF_EFFECT 49b783f21f0ebf03e94bb895a454fbd7CreatureOBJECT_TYPE_CREATURE 234d2b58352a56a5185a4d63214dcfd1DoorOBJECT_TYPE_DOOR 10b3381c2f706bd088524a832fc47246 EncounterOBJECT_TYPE_ENCOUNTER ebbe36b18934739e0bcadfc0a36ea8b4InvalidOBJECT_TYPE_INVALID 502a7e15b3ed26b6b4568b34570205e3ItemOBJECT_TYPE_ITEM 1ba270fbc3b849df458732800b759cce PlaceableOBJECT_TYPE_PLACEABLE 3a063d6c3d92e8718d7a25ea78cf4d11StoreOBJECT_TYPE_STORE af7f63a6cff21012f49763d1e761f2bd PerimeterOBJECT_TYPE_TRIGGER 04bf4ceed00633c9bd07f5e56bad7f1cWaypointOBJECT_TYPE_WAYPOINT 345a4e4beec504015f1c9b2575ee528b Rest Type c30fca5460dc6686c2416703f66348accancelled restingREST_EVENTTYPE_REST_CANCELLED 3e8d844606026e124713ede39d8596ddfinished restingREST_EVENTTYPE_REST_FINISHED afd060cc38735271048c40ee4aae671ffailed to restREST_EVENTTYPE_REST_INVALID b5f2db0df68cc9b04cce5fe3a3b6195estarted restingREST_EVENTTYPE_REST_STARTED 7239f6c7226fa916244d11dbcf939809Skill b08850e39a645d89c8becc523ba4491c All SkillsSKILL_ALL_SKILLS 7fb4685224caf6f91b073025157efd36Animal EmpathySKILL_ANIMAL_EMPATHY 35981161cdd94487f0efb84e9394f99d ConcentrationSKILL_CONCENTRATION 698f3ed5ba3a4015a69f77e63359bccf Disable TrapSKILL_DISABLE_TRAP 239cdd4849ae2f909145269d40d6cd5d DisciplineSKILL_DISCIPLINE a0e38e6dc1be4577827a227c5cf1eb08Heal SKILL_HEAL 49fb2bb93e953289921251f206b2f093Listen SKILL_LISTEN 85653ae0d758cd592467e24b39f14c45Lore SKILL_LORE a394a00afb6337ddd434a5cb0d806c74 Move SilentlySKILL_MOVE_SILENTLY 51bf06d4d2f1adf8d2c73bdf9325da9a Open LockSKILL_OPEN_LOCK 45f86686c93db1effd9a2873c25058e7Parry SKILL_PARRY 2fe6e840c7737f414e231327508b45ebPerform SKILL_PERFORM a024b3f3bec302cc4e36e843301cff8cPersuadeSKILL_PERSUADE efa3dcc4b7ec328c02f4693d9eddf0c6 Pick PocketSKILL_PICK_POCKET d82ef8870628942f851db64e401e5227Search SKILL_SEARCH 8939bb037112e71d095ee44f67f13160Set TrapSKILL_SET_TRAP e9ce9661a0b2b7d2a0a654b31ac954a0 SpellcraftSKILL_SPELLCRAFT ddf334931ce6ca72d7ef8185cbcc6e4cSpot SKILL_SPOT de92115b77e3e2f0e002b19eab18b48dTaunt SKILL_TAUNT 94def8f1b6ecff9f21600a815313b4d6Use Magic DeviceSKILL_USE_MAGIC_DEVICE'4716217605720243200_4290100519420002304Spell 8d83959c1274dd99ec4b2b24e735f4b4Acid FogSPELL_ACID_FOG ab716bfe3e91dd565b7cf8d9396773aaAid SPELL_AID 81f88cced5f4437bce2e923b3dd61872 Animate DeadSPELL_ANIMATE_DEAD d558c1099cf1b47d501d1475f5acc1a4Awaken SPELL_AWAKEN'8972960955162011648_3041694841907482624Bane SPELL_BANE 6a287ca62882388fc37837b458acde91BarkskinSPELL_BARKSKIN 367803f3d1438995e00ffb4a41a5f30b Bestow CurseSPELL_BESTOW_CURSE ac9c9f400851c0944ef4693007d6d078 Blade BarrierSPELL_BLADE_BARRIER 85fb0c44833ddd40c16e1de9e8ae376e Bless WeaponSPELL_BLESS_WEAPON 95a1c00b1ca750811f61568bae97593cBlindness and DeafnessSPELL_BLINDNESS_AND_DEAFNESS 0c902d7ef8d7e235385caa875d5c786b Burning HandsSPELL_BURNING_HANDS 257a9fae18002fa35ae818e87905acb4Call LightningSPELL_CALL_LIGHTNING e711e3e53ef550d6249f59dd6d542fd7 Cat's GraceSPELL_CATS_GRACE e4e32b9ca17067184f66bce2e1baf010Chain LightningSPELL_CHAIN_LIGHTNING 91f5e8ac10f6f349c2b35a939b54492c Charm MonsterSPELL_CHARM_MONSTER 61f6629bf6e100f44fe44f640f8b7fde Charm PersonSPELL_CHARM_PERSON e9ab598ecd00fa7b756199a297c505a3Charm Person or AnimalSPELL_CHARM_PERSON_OR_ANIMAL 1e29fc6741cb1bb17af946fd6d98a77bCircle of DeathSPELL_CIRCLE_OF_DEATH f9e306033f4c9ca339fc00dbea7c9e5eCircle of DoomSPELL_CIRCLE_OF_DOOM f0db3aeef37b38f78fce8caaa0930603Clairaudience and Clairvoyance$SPELL_CLAIRAUDIENCE_AND_CLAIRVOYANCE 09693ee063ac1de5cb5b628659a49a21Clarity SPELL_CLARITY 0d078fd205447148817d505732c01544Cloak of ChaosSPELL_CLOAK_OF_CHAOS'5284327259332662272_4547918238322291712 CloudkillSPELL_CLOUDKILL 2191f010ba51d3236b89e6a625ca9f87 Color SpraySPELL_COLOR_SPRAY a04004004cc7914a8ad6aeba94f7ca94 Cone of ColdSPELL_CONE_OF_COLD 77548becc81efa7a0241519eccb30874 ConfusionSPELL_CONFUSION'3373588478496719872_4748736911183217664 ContagionSPELL_CONTAGION a11924ca868fd0004b1e88e2244f4c52Control UndeadSPELL_CONTROL_UNDEAD 23ad935f913bb718e4c6872d22de3019Create Greater UndeadSPELL_CREATE_GREATER_UNDEAD 75e3485a487a5d79d46d23078f9d84e2 Create UndeadSPELL_CREATE_UNDEAD 63ae773a4c961f780ec14c394f50f1da Creeping DoomSPELL_CREEPING_DOOM fb7ef7a3a0b23942dfe3938cdf3cc7b6Cure Critical WoundsSPELL_CURE_CRITICAL_WOUNDS 532e76d35231cabc3d7466649a9ee777Cure Light WoundsSPELL_CURE_LIGHT_WOUNDS'2661301163972915200_9000892946505112576Cure Minor WoundsSPELL_CURE_MINOR_WOUNDS eb76f1387565323ce42ee57352a614feCure Moderate WoundsSPELL_CURE_MODERATE_WOUNDS 6d10091daab8f3f099c030ba05ac5733Cure Serious WoundsSPELL_CURE_SERIOUS_WOUNDS 7b51d79f4a09cc9f65399262e84238abDarknessSPELL_DARKNESS e7fe647f23bdbcdc3b38112925d0d2cb DarkvisionSPELL_DARKVISION 98f057779472bb2daa579e1b065804adDaze SPELL_DAZE 97b6e5462754de0656c31ff934c7d6f6 Death WardSPELL_DEATH_WARD 62cc508ed309a2dc8aac46645cc9ebe7Delayed Blast FireballSPELL_DELAYED_BLAST_FIREBALL f311ecf75f38064fd6907753d46ffa6d DestructionSPELL_DESTRUCTION b6f32f74f8b413f57a1cb34363eff74b DismissalSPELL_DISMISSAL b9011e423057f48a6430c73829f1f257 Dispel MagicSPELL_DISPEL_MAGIC 13e2ee9598786c60dcd40bfded76a92d Divine PowerSPELL_DIVINE_POWER c245efc70efbaf629e32f141cad616c7Dominate AnimalSPELL_DOMINATE_ANIMAL 7ffed518391bd40f4c8856de3987bf09Dominate PersonSPELL_DOMINIATE_PERSON 4716dfb861d7c23c325737497ab72f0cDoom SPELL_DOOM abc7e458e37e19c8a4650362dfccd443Eagle SplendorSPELL_EAGLE_SPLEDOR 7382adbb177c3fca6cfd5acdcce746f0Elemental ShieldSPELL_ELEMENTAL_SHIELD fe02ce5c3da433bd5f15b5f342ede6d6Elemental SwarmSPELL_ELEMENTAL_SWARM ec6bce6bad6778f7b4a67ae406da5757 EnduranceSPELL_ENDURANCE bcb8a2cc84ede55844986317f2c111ddEndure_ElementsSPELL_ENDURE_ELEMENTS 5d8c574be646b404b0a02c81d0949c79 Energy BufferSPELL_ENERGY_BUFFER 8244006733bb96b975a84d12ab546715 EnervationSPELL_ENERVATION a90e7f84a1fe76dcfd2488b751e89767EntangleSPELL_ENTANGLE 78135d9e35b5c082ec5d9d85df02cccbEthereal VisageSPELL_ETHEREAL_VISAGE 1a05b584fdcc838274a477e1004d8985Evard's Black TentaclesSPELL_EVARDS_BLACK_TENTACLES eadb29ade829ed09e8a6a5b4db520aa1Fear SPELL_FEAR af5bd3aa806c921489cdd6610a05b72a FeeblemindSPELL_FEEBLEMIND 8eb0d26598368361ecce26061c2f708c Find TrapsSPELL_FIND_TRAPS 2ac8ffedf0e9b840e9c48e34f5f8d8dbFinger of DeathSPELL_FINGER_OF_DEATH 2a96b7bd5031520f6f5391b50df39874 Fire StormSPELL_FIRE_STORM'5371453676786973696_3125454790606346240FireballSPELL_FIREBALL db48a68640bfa56bec7c725b7acff3be Flame ArrowSPELL_FLAME_ARROW f2b509a981261a755fd75188674121f5 Flame LashSPELL_FLAME_LASH 06478dfec53ee431fbf49f60afc7a031 Flame StrikeSPELL_FLAME_STRIKE 8a4c416b512e620b01f10f392c4bc15f Fox's CunningSPELL_FOXS_CUNNING 7a20106503ffa5c05f31d987225fc0b1Freedom of MovementSPELL_FREEDOM_OF_MOVEMENT f8c69c99d914cdbfdf6b6f537042b6c1Gate SPELL_GATE 5345595156368fb2ec0bed5d11e6d360Ghostly VisageSPELL_GHOSTLY_VISAGE f9bc42ce2b2c27dd7f4ef0b514053edb Ghoul TouchSPELL_GHOUL_TOUCH 32a494f7c50d214d34bcd0febca5947cGrease SPELL_GREASE e2accbd09b05f54751db418019aacdeaGreater Bull's StreangthSPELL_GREATER_BULLS_STRENGTH 44791f0b40ed2024a8a5da401833d6baGreater Cat's GraceSPELL_GREATER_CATS_GRACE a3d4cd020933370f9a3ceefb3bda18a4Greater DispellingSPELL_GREATER_DISPELLING 4668eb6ab9045d5046d231d44a27fd5dGreater Eagle SplendorSPELL_GREATER_EAGLE_SPLENDOR f6b2f14cb3e610669f18a635b66f8f28Greater EnduranceSPELL_GREATER_ENDURANCE ea37826a6af821404b7f26c24c968447Greater Fox's CunningSPELL_GREATER_FOXS_CUNNING 4a468d2a363f767946895e69b7b2757dGreater Magic WeaponSPELL_GREATER_MAGIC_WEAPON c38a83ad171b0218c1abe9119431debcGreater Owl's WisdomSPELL_GREATER_OWLS_WISDOM 5f7a1934a5ca47963b3cf9f7ec27fe67Greater Planar BindingSPELL_GREATER_PLANAR_BINDING 5ae855137b540db9dd1a468734141be3Greater RestorationSPELL_GREATER_RESTORATION f05cb0bf787f383293ce70ddebc7d439&Greater Shadow Conjuration, Acid Arrow+SPELL_GREATER_SHADOW_CONJURATION_ACID_ARROW 1c7943d406bbbdae325fefcf946820ac'Greater Shadow Conjuration, Minor Globe,SPELL_GREATER_SHADOW_CONJURATION_MINOR_GLOBE d3dc27c34ef07d956c78897fe076165b(Greater Shadow Conjuration, Mirror Image-SPELL_GREATER_SHADOW_CONJURATION_MIRROR_IMAGE 2bdbeb8e1d4b684ff9cc9460680cf5a7)Greater Shadow Conjuration, Summon Shadow.SPELL_GREATER_SHADOW_CONJURATION_SUMMON_SHADOW 422b11570873322c602150f6bd830026Greater Shadow Conjuration, Web$SPELL_GREATER_SHADOW_CONJURATION_WEB e8403f5a7ceffc1ee8dbc4205d780531Greater Spell BreachSPELL_GREATER_SPELL_BREACH bd64c28fdb4f36e2c04ff27a4bf320c2Greater Spell MantleSPELL_GREATER_SPELL_MANTLE 68b1bf4be9685c575318ec8ea56ec3b8Greater StoneskinSPELL_GREATER_STONESKIN f5708864d6b8c7da48d3073f326b86ebHammer of the GodsSPELL_HAMMER_OF_THE_GODS cf8ce4cde564fbaed2b444a34248e940Harm SPELL_HARM 3cea03387050e64d00e5a0cf899264cbHaste SPELL_HASTE'5744387868926145536_8367984567374281728Heal SPELL_HEAL 9ea6f28afe55be6697f711e6d45d4898Healing CircleSPELL_HEALING_CIRCLE 7167bc7a14ba76232619cee8de389a72 Hold AnimalSPELL_HOLD_ANIMAL 2f2ebbeb551cc2132946e6803cb459aa Hold MonsterSPELL_HOLD_MONSTER ce67511957b1e67698009e2c65a3edc1 Hold PersonSPELL_HOLD_PERSON e889c55f511f0d3ec336c38270d42bed Holy AuraSPELL_HOLY_AURA 8e368142b8a7cd8b0b825349069f8f53 Holy SwordSPELL_HOLY_SWORD ac4bb44b54b40151a299cc69547878fcHorrid WiltingSPELL_HORRID_WILTING d1c40aab6f0b47d56b2f0059c84d9b27 Ice StormSPELL_ICE_STORM 96284f4ac7761144ea716ce5bc90f840IdentifySPELL_IDENTIFY 1c0fa02036f506e9ac70c60c7729cfb6 ImplosionSPELL_IMPLOSION 0eb0cd40da8f4ca073e183ba8399b40aImproved InvisibilitySPELL_IMPROVED_INVISIBILITY efccf96435665b7fc40c80249ae8ce4aIncendiary CloudSPELL_INCENDIARY_CLOUD 33b426f1b4ab16f4063529bf02187bc6 InvisibilitySPELL_INVISIBILITY f4cbd462c9ae8e8d031bd503fcdba0c8Invisibility PurgeSPELL_INVISIBILITY_PURGE c6890a8bc5b8a399aff7e4d5a34d9c3dInvisibility SphereSPELL_INVISIBILITY_SPHERE 85a0083b726e624a0b32c04af3cc3d36Knock SPELL_KNOCK d0e8f315a66ef3766f8c8b5de64aba3d Legend LoreSPELL_LEGEND_LORE a3e811a9f3734abcb1c2d921b58c1e32 Lesser DispelSPELL_LESSER_DISPEL 5e8ff14064e70168c2d10151c1c1d8d9Lesser Mind BlankSPELL_LESSER_MIND_BLANK 9849cc71fd3c4f2e7f72b7ec72d3b231Lesser Planar BindingSPELL_LESSER_PLANAR_BINDING 59a7584d35817d749074a15550573c64Lesser RestorationSPELL_LESSER_RESTORATION 0c2fa3f6e93c801e176c98365b76945aLesser Spell BreachSPELL_LESSER_SPELL_BREACH 3998b3511f5b8cacaab1aee6e4ffec7cLesser Spell MantleSPELL_LESSER_SPELL_MANTLE 434dc7eb4ef8c1472ad3326b9156bfddLight SPELL_LIGHT 34aa16a41a4a1b1635b9f3f9fdc223a3Lightning BoltSPELL_LIGHTNING_BOLT fb8472d02270d695f6b4d2beafb9503a Mage ArmorSPELL_MAGE_ARMOR e87fbbba68a82d77847faa8b5f4309ecMagic Circle Against Chaos SPELL_MAGIC_CIRCLE_AGAINST_CHAOS 78239b4e1b31b7daae50b0d1e8a3799bMagic Circle Against EvilSPELL_MAGIC_CIRCLE_AGAINST_EVIL b4288ad0acd19069f43f8f41d541fddcMagic Circle Against GoodSPELL_MAGIC_CIRCLE_AGAINST_GOOD 731e46b920edf4cc06d5622047b3a3dfMagic Circle Against LawSPELL_MAGIC_CIRCLE_AGAINST_LAW&415040310930020352_2408299325735701504 Magic MissileSPELL_MAGIC_MISSILE 2229e5a30baeb97771937e1efd3fb276Magic VestmentSPELL_MAGIC_VESTMENT 74675d49d25b70a4872477305e846b93 Magic WeaponSPELL_MAGIC_WEAPON 82a3b2fe4a1873d97197b1ed90d7aa92Mass Blindness and Deafness!SPELL_MASS_BLINDNESS_AND_DEAFNESS 80ccda66f1757596e5054e421bfa32ff Mass CharmSPELL_MASS_CHARM e539f6411728fa49ced099756a9edf62Melf's Acid ArrowSPELL_MELFS_ACID_ARROW fc15fe635012661845a77dff612f7754 Meteor SwarmSPELL_METEOR_SWARM 536b35de3db860ec454581f2a53b5a34 Mind BlankSPELL_MIND_BLANK bfc40868d12d4535f4e48a8ae1972b48Mind FogSPELL_MIND_FOG 57645e39545ea2df7a17cc636c15c321Minor Globe of Invulnerability$SPELL_MINOR_GLOBE_OF_INVULNERABILITY a38da47d498added05a6d5da176533e2Mordenkainen's DisjunctionSPELL_MORDENKAINENS_DISJUNCTION 4a7bd43f7059b18b0ee197e3e011bb38Mordenkainen's SwordSPELL_MORDENKAINENS_SWORD 6cc2807816a7f15ce63d5dbd840abbbaNature's BalanceSPELL_NATURES_BALANCE 44ea65e687442e9f54387c37c449d989Negative Energy BurstSPELL_NEGATIVE_ENERGY_BURST 218c8096cc19178c626673eb64c7e7eaNegative Energy Protection SPELL_NEGATIVE_ENERGY_PROTECTION 7d8641830293b1b6f67d48e8c6b716e3Negative Energy RaySPELL_NEGATIVE_ENERGY_RAY d85e5f20262239e7794762377c247e52Neutralize PoisonSPELL_NEUTRALIZE_POISON 6e4d0a4a88967ce5845bd613413f9585 Owl's WisdomSPELL_OWLS_WISDOM 9ab9937169c283848c7e8ceb45249cbfPhantasmal KillerSPELL_PHANTASMAL_KILLER d2850815dbec27441b1e3ed9392e8e2ePlanar BindingSPELL_PLANAR_BINDING fa34827cfecee9ab1c6abf3e1e9fcdffPoison SPELL_POISON 7c0440eccf7c292367d785d25120d777Polymortph SelfSPELL_POLYMORPH_SELF f114df1b1ef4402e18e14b1b48db23ebPower Word, KillSPELL_POWER_WORD_KILL 9c6087b8eb76922088b2298bc11b31ddPower Word, StunSPELL_POWER_WORD_STUN f21c48ff21d1b9b78940cf8020ef827dPrayer SPELL_PRAYER ffcffde77514d7f8012c0876e6f1acc7 PremonitionSPELL_PREMONITION cd83e68655efe1b709caf73aa746268cPrismatic SpraySPELL_PRISMATIC_SPRAY e2b20800047933873b24bb44e095b6b2Protection From ChaosSPELL_PROTECTION__FROM_CHAOS 817ef7a9fae4d11de3eacee6e1cd69b8Protection From ElementsSPELL_PROTECTION_FROM_ELEMENTS a02df4f34988ecbf92074dd5746b259dProtection From EvilSPELL_PROTECTION_FROM_EVIL 40f00ae802068aa9b22f09c7cc129bf8Protection From GoodSPELL_PROTECTION_FROM_GOOD 79ecc6b06180cc79759eef77bfd9e0a5Protection From LawSPELL_PROTECTION_FROM_LAW 5be03df927e1d7b53081615877154c62Protection From SpellsSPELL_PROTECTION_FROM_SPELLS 309612c0c33474725b1db9efb2f4802d Raise DeadSPELL_RAISE_DEAD'7848449099989042176_8676895443052044288Ray of EnfeeblementSPELL_RAY_OF_ENFEEBLEMENT 4b78bdfa27322408d16cdaf92a3c8c4c Ray of FrostSPELL_RAY_OF_FROST 9dafdcaa52b7ff4f31ad647cbb2800d6 RegenerateSPELL_REGENERATE c1c4c0d3684cd8dd6e70c9ffc4c82822Remove Blindness and Deafness#SPELL_REMOVE_BLINDNESS_AND_DEAFNESS dcd54c98c5c74653af87328e819295d2 Remove CurseSPELL_REMOVE_CURSE cb67b2e456636ab5910a65a7d6f45733Remove DiseaseSPELL_REMOVE_DISEASE 0d3d041738f1337db5d7dfab1dd41380 Remove FearSPELL_REMOVE_FEAR 1edd55e2e201a9863e760bbb3fdf9f05Remove ParalysisSPELL_REMOVE_PARALYSIS 93c8d63261b9592a15952d9aac7da240Resist ElementsSPELL_RESIST_ELEMENTS 413198837f97a8103c6d31950e1a3cfc ResistanceSPELL_RESISTANCE 2b93d9d299046aae74bd1ac86d5d23ec RestorationSPELL_RESTORATION 56f5d9e43c6e18034d562db6f158c4b7 ResurrectionSPELL_RESURRECTION 7d0fcfc1b4ca92edd4ad5877f1dfe3e2 SanctuarySPELL_SANCTUARY e464d5c1b05e0345cdf816fd27a34c6bScare SPELL_SCARE de2608187718a6345550c95d7bb157cc Searing LightSPELL_SEARING_LIGHT 4252dcace50c9909419f30c86840a70cSee InvisibilitySPELL_SEE_INVISIBILITY 81e657aadb52d9b95ecc641f6bf177a9Shade's Cone of ColdSPELL_SHADES_CONE_OF_COLD 53a574d41c8119f689fc0419e74c95feShade's FireballSPELL_SHADES_FIREBALL b65b6bd717c5e574820d4dacb74468cfShade's StoneskinSPELL_SHADES_STONESKIN a999595308e664a84f2306e2419f4c37Shade's Summon ShadowSPELL_SHADES_SUMMON_SHADOW 9ac50acf1debf85f767398a5ae992df5Shade's Wall of FireSPELL_SHADES_WALL_OF_FIRE 20d55c88d03fe50e6123a7bcbf4e79a9Shadow Conjuration, Darkness!SPELL_SHADOW_CONJURATION_DARKNESS 8243b5851c8d3c6a6b3e53261c5c25c2 Shadow Conjuration, Invisibility%SPELL_SHADOW_CONJURATION_INIVSIBILITY 7d80bfe6654d4142c1eb0b8d8ec9be06Shadow Conjuration, Image Armor#SPELL_SHADOW_CONJURATION_MAGE_ARMOR 28c9ae26947a821521a80a410c0448a9!Shadow Conjuration, Magic Missile&SPELL_SHADOW_CONJURATION_MAGIC_MISSILE 3cb5196fc502e09f69694c2c73c34025!Shadow Conjuration, Summon Shadow&SPELL_SHADOW_CONJURATION_SUMMON_SHADOW 01a3039e9fb24f9617fcc243395b5a68 Shadow ShieldSPELL_SHADOW_SHIELD 7ccde8393f70aa4842b71336f73d1f19 ShapechangeSPELL_SHAPECHANGE 26726b2e01defc68f1f8a099ff17ff1cSpell Shield of LawSPELL_SHIELD_OF_LAW ecb6e0f7118f29f48a0dc5971c67bd59Silence SPELL_SILENCE 3527822f5908ea98806ac7c2d50c52d5 Slay LivingSPELL_SLAY_LIVING d2605a7196b0e493edc7a82d79bfd129Sleep SPELL_SLEEP fd1499950b866993c4c0b8359bce4461Slow SPELL_SLOW 5111a18d889506d4a06b62cce5c81802 Sound BurstSPELL_SOUND_BURST 19b3f3583f4769cd20516d60a967f683 Spell MantleSPELL_SPELL_MANTLE 9ceca9fb3e3196c8730914f8a9422d35Spell ResistanceSPELL_SPELL_RESISTANCE cce93646e0b3e82591d85695baec78f6Sphere of ChaosSPELL_SPHERE_OF_CHAOS 934cc2d800c216b8f7552a590de9bffcStinking CloudSPELL_STINKING_CLOUD d69634ed1d027ecab89331e5e7bad863 StoneskinSPELL_STONESKIN f19655ca24184dc42b0cd022cc628cf6Storm of VengeanceSPELL_STORM_OF_VENGEANCE f115c57b7418393e9c91494ab81715beSummon Creature ISPELL_SUMMON_CREATURE_I 88d3d6622217c2e8ff56da5685d2298fSummon Creature 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