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Je n'arrive pas a vous poster les scripts lorsque je les inclue au message, le message ne semble pas vouloir partir... Je fais vraiment figure de noob là  lol
[Edit] Je retente:
biensur.
voici les deux scripts qui se disputent le OnClientEnter:
Celui ci est pour le système de divinité:
#include "god_inc" void main() { GodClientEnter(); }
Celui la pour le systeme de subrace:
//////////////////////////////////////////////////////////////////////////////// //// Subrace OnStart script ////////////////////////////////////////////// //// Created by: harv711 ////////////////////////////////////////////// //// Created on: October 1, 2003 ////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// void main() { object oPC = GetEnteringObject(); int nLvL1 = GetLevelByPosition(1, oPC); int nLvL2 = GetLevelByPosition(2, oPC); int nLvL3 = GetLevelByPosition(3, oPC); int iSpellResist = 11 + nLvL1 + nLvL2 + nLvL3; int iGenResit = 5 + ((nLvL1 + nLvL2 + nLvL3)/2); int iPercentVampyre = 20 + nLvL1 + nLvL2 + nLvL3; //////////////////////////////////////////////////////////////////////////////// effect eAbilityInCHA2 = ExtraordinaryEffect(EffectAbilityIncrease(ABILITY_CHARISMA, 2)); effect eAbilityInCON2 = ExtraordinaryEffect(EffectAbilityIncrease(ABILITY_CONSTITUTION, 2)); effect eAbilityInDEX2 = ExtraordinaryEffect(EffectAbilityIncrease(ABILITY_DEXTERITY, 2)); effect eAbilityInINT2 = ExtraordinaryEffect(EffectAbilityIncrease(ABILITY_INTELLIGENCE, 2)); effect eAbilityInSTR1 = ExtraordinaryEffect(EffectAbilityIncrease(ABILITY_STRENGTH, 1)); effect eAbilityInSTR2 = ExtraordinaryEffect(EffectAbilityIncrease(ABILITY_STRENGTH, 2)); effect eAbilityInWIS2 = ExtraordinaryEffect(EffectAbilityIncrease(ABILITY_WISDOM, 2)); //////////////////////////////////////////////////////////////////////////////// effect eAbilityDeCHA1 = ExtraordinaryEffect(EffectAbilityDecrease(ABILITY_CHARISMA, 1)); effect eAbilityDeCHA2 = ExtraordinaryEffect(EffectAbilityDecrease(ABILITY_CHARISMA, 2)); effect eAbilityDeCHA4 = ExtraordinaryEffect(EffectAbilityDecrease(ABILITY_CHARISMA, 4)); effect eAbilityDeCON2 = ExtraordinaryEffect(EffectAbilityDecrease(ABILITY_CONSTITUTION, 2)); effect eAbilityDeCON4 = ExtraordinaryEffect(EffectAbilityDecrease(ABILITY_CONSTITUTION, 4)); effect eAbilityDeDEX2 = ExtraordinaryEffect(EffectAbilityDecrease(ABILITY_DEXTERITY, 2)); effect eAbilityDeINT1 = ExtraordinaryEffect(EffectAbilityDecrease(ABILITY_INTELLIGENCE, 1)); effect eAbilityDeINT2 = ExtraordinaryEffect(EffectAbilityDecrease(ABILITY_INTELLIGENCE, 2)); effect eAbilityDeSTR2 = ExtraordinaryEffect(EffectAbilityDecrease(ABILITY_STRENGTH, 2)); effect eAbilityDeWIS2 = ExtraordinaryEffect(EffectAbilityDecrease(ABILITY_WISDOM, 2)); //////////////////////////////////////////////////////////////////////////////// effect eSkillInAnimal2 = ExtraordinaryEffect(EffectSkillIncrease(SKILL_ANIMAL_EMPATHY, 2)); effect eSkillInAppraise2 = ExtraordinaryEffect(EffectSkillIncrease(SKILL_APPRAISE, 2)); effect eSkillInHeal2 = ExtraordinaryEffect(EffectSkillIncrease(SKILL_HEAL, 2)); effect eSkillInHide2 = ExtraordinaryEffect(EffectSkillIncrease(SKILL_HIDE, 2)); effect eSkillInListen2 = ExtraordinaryEffect(EffectSkillIncrease(SKILL_LISTEN, 2)); effect eSkillInListen1 = ExtraordinaryEffect(EffectSkillIncrease(SKILL_LISTEN, 1)); effect eSkillInMoveSilent4 = ExtraordinaryEffect(EffectSkillIncrease(SKILL_MOVE_SILENTLY, 4)); effect eSkillInOpenLock2 = ExtraordinaryEffect(EffectSkillIncrease(SKILL_OPEN_LOCK, 2)); effect eSkillInPerform2 = ExtraordinaryEffect(EffectSkillIncrease(SKILL_PERFORM, 2)); effect eSkillInSpellCraft2 = ExtraordinaryEffect(EffectSkillIncrease(SKILL_SPELLCRAFT, 2)); effect eSkillInSpot2 = ExtraordinaryEffect(EffectSkillIncrease(SKILL_SPOT, 2)); effect eSkillInSpot1 = ExtraordinaryEffect(EffectSkillIncrease(SKILL_SPOT, 1)); effect eSkillInTumble2 = ExtraordinaryEffect(EffectSkillIncrease(SKILL_TUMBLE, 2)); //////////////////////////////////////////////////////////////////////////////// effect eSkillDeAppraise2 = ExtraordinaryEffect(EffectSkillDecrease(SKILL_APPRAISE, 2)); effect eSkillDeMoveSilent2 = ExtraordinaryEffect(EffectSkillDecrease(SKILL_MOVE_SILENTLY, 2)); effect eSkillDePerform2 = ExtraordinaryEffect(EffectSkillDecrease(SKILL_PERFORM, 2)); //////////////////////////////////////////////////////////////////////////////// effect eDarkvision = EffectVisualEffect(VFX_DUR_ULTRAVISION); effect eAcIncrease = ExtraordinaryEffect(EffectACIncrease(1, AC_DODGE_BONUS, AC_VS_DAMAGE_TYPE_ALL)); effect eAcIncrease4 = ExtraordinaryEffect(EffectACIncrease(4, AC_DODGE_BONUS, AC_VS_DAMAGE_TYPE_ALL)); effect eAttack = ExtraordinaryEffect(EffectAttackIncrease(1, ATTACK_BONUS_OFFHAND)); effect eLink1 = ExtraordinaryEffect(EffectLinkEffects(eAbilityInWIS2, eAbilityDeCHA2)); effect eLink2 = ExtraordinaryEffect(EffectLinkEffects(eAbilityDeINT2, eAbilityDeCHA2)); effect eSpellResist = ExtraordinaryEffect(EffectSpellResistanceIncrease(iSpellResist)); effect eDrowWill = ExtraordinaryEffect(EffectSavingThrowIncrease(SAVING_THROW_WILL, 2, SAVING_THROW_TYPE_SPELL)); effect eResistAcis5 = ExtraordinaryEffect(EffectDamageResistance(DAMAGE_TYPE_ACID, 5, 0)); effect eResistCold5 = ExtraordinaryEffect(EffectDamageResistance(DAMAGE_TYPE_COLD, 5, 0)); effect eResistFire5 = ExtraordinaryEffect(EffectDamageResistance(DAMAGE_TYPE_FIRE, 5, 0)); effect eResistElec5 = ExtraordinaryEffect(EffectDamageResistance(DAMAGE_TYPE_ELECTRICAL, 5, 0)); effect eResistGenasiElec = ExtraordinaryEffect(EffectDamageResistance(DAMAGE_TYPE_ELECTRICAL, iGenResit, 0)); effect eResistGenasiBlunt = ExtraordinaryEffect(EffectDamageResistance(DAMAGE_TYPE_BLUDGEONING, iGenResit, 0)); effect eResistGenasiFire = ExtraordinaryEffect(EffectDamageResistance(DAMAGE_TYPE_FIRE, iGenResit, 0)); effect eResistGenasiAcid = ExtraordinaryEffect(EffectDamageResistance(DAMAGE_TYPE_ACID, iGenResit, 0)); effect eSavingThrowIn2 = ExtraordinaryEffect(EffectSavingThrowIncrease(SAVING_THROW_ALL, 2, SAVING_THROW_TYPE_ALL)); effect eSavingThrowDe1 = ExtraordinaryEffect(EffectSavingThrowDecrease(SAVING_THROW_ALL, 1, SAVING_THROW_TYPE_ALL)); effect eResistGenasiCold = ExtraordinaryEffect(EffectDamageResistance(DAMAGE_TYPE_COLD, iGenResit, 0)); effect eImmuneParalysis = ExtraordinaryEffect(EffectImmunity(IMMUNITY_TYPE_PARALYSIS)); effect eImmuneSneak = ExtraordinaryEffect(EffectImmunity(IMMUNITY_TYPE_SNEAK_ATTACK)); effect eImmuneSleep = ExtraordinaryEffect(EffectImmunity(IMMUNITY_TYPE_SLEEP)); effect eImmuneCharm = ExtraordinaryEffect(EffectImmunity(IMMUNITY_TYPE_CHARM)); effect eImmuneFear = ExtraordinaryEffect(EffectImmunity(IMMUNITY_TYPE_FEAR)); effect eImmuneDominate = ExtraordinaryEffect(EffectImmunity(IMMUNITY_TYPE_DOMINATE)); effect eImmuneSilence = ExtraordinaryEffect(EffectImmunity(IMMUNITY_TYPE_SILENCE)); effect eSavingThrowNegative = ExtraordinaryEffect(EffectSavingThrowIncrease(SAVING_THROW_ALL, 2, SAVING_THROW_TYPE_NEGATIVE)); effect eSavingThrowPositive5 = ExtraordinaryEffect(EffectSavingThrowDecrease(SAVING_THROW_ALL, 5, SAVING_THROW_TYPE_POSITIVE)); effect eNegativeDamageIncrease = ExtraordinaryEffect(EffectDamageImmunityIncrease(DAMAGE_TYPE_NEGATIVE, iPercentVampyre)); if(GetLocalInt(oPC, "HasSubRace") != 1) { //////////////////////////////////////////////////////////////////////////////// ///////////// Tom's Sub-Races ////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Vampyre" && GetHasFeat(FEAT_BLOODED, oPC)) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInSTR2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInDEX2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInCHA2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeCON4, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eImmuneSneak, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eImmuneSleep, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eImmuneCharm, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eImmuneDominate, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSavingThrowNegative, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSavingThrowPositive5, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eNegativeDamageIncrease, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDarkvision, oPC); return; } //////////////////////////////////////////////////////////////////////////////// ///////////// Vistani Sub-Races //////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// if(GetHasFeat(FEAT_SKILL_FOCUS_LORE, oPC) && GetSubRace(oPC)== "Half-Vistani: Canjar" && GetRacialType(oPC)== RACIAL_TYPE_HUMAN) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink1, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInSpellCraft2, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Half-Vistani: Corvara" && GetRacialType(oPC)== RACIAL_TYPE_HUMAN && GetHasFeat(FEAT_SKILL_FOCUS_LORE, oPC)) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink1, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInOpenLock2, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Half-Vistani: Equaar" && GetRacialType(oPC)== RACIAL_TYPE_HUMAN && GetHasFeat(FEAT_SKILL_FOCUS_LORE, oPC)) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink1, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInAnimal2, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Half-Vistani: Kamii" && GetRacialType(oPC)== RACIAL_TYPE_HUMAN && GetHasFeat(FEAT_SKILL_FOCUS_LORE, oPC)) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink1, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInAppraise2, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Half-Vistani: Naiat" && GetRacialType(oPC)== RACIAL_TYPE_HUMAN && GetHasFeat(FEAT_SKILL_FOCUS_LORE, oPC)) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink1, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInPerform2, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Half-Vistani: Vatraska" && GetRacialType(oPC)== RACIAL_TYPE_HUMAN && GetHasFeat(FEAT_SKILL_FOCUS_LORE, oPC)) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink1, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInHeal2, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Half-Vistani: Zarovan" && GetRacialType(oPC)== RACIAL_TYPE_HUMAN && GetHasFeat(FEAT_SKILL_FOCUS_LORE, oPC)) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink1, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInTumble2, oPC); return; } //////////////////////////////////////////////////////////////////////////////// ///////////// Caliban Sub-Races //////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Caliban" && GetRacialType(oPC)== RACIAL_TYPE_HALFORC) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAttack, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAcIncrease, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillDeAppraise2, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Caliban" && GetRacialType(oPC)== RACIAL_TYPE_HUMAN && GetHasFeat(FEAT_SKILL_FOCUS_TAUNT, oPC)) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInSTR2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAttack, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAcIncrease, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillDeAppraise2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDarkvision, oPC); return; } //////////////////////////////////////////////////////////////////////////////// ///////////// Elf Sub-Races //////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Drow" && GetRacialType(oPC)== RACIAL_TYPE_ELF) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInCHA2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInINT2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSpellResist, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDrowWill, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDarkvision, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Wild Elf" && GetRacialType(oPC)== RACIAL_TYPE_ELF) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInCON2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeINT2, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Wood Elf" && GetRacialType(oPC)== RACIAL_TYPE_ELF) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInSTR2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeCHA2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeINT2, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Sun Elf" && GetRacialType(oPC)== RACIAL_TYPE_ELF) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInINT2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeDEX2, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Moon Elf" && GetRacialType(oPC)== RACIAL_TYPE_ELF) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInListen2, oPC); return; } //////////////////////////////////////////////////////////////////////////////// ///////////// PlaneTouched Sub-Races /////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Aasimar" && GetRacialType(oPC)== RACIAL_TYPE_HUMAN && GetHasFeat(FEAT_BLOODED, oPC)) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInCHA2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInWIS2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInListen2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInSpot2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eResistElec5, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eResistAcis5, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eResistCold5, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDarkvision, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Air Genasi" && GetRacialType(oPC)== RACIAL_TYPE_HUMAN && GetHasFeat(FEAT_BLOODED, oPC)) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeCHA2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeWIS2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInDEX2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInINT2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eResistGenasiElec, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDarkvision, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Earth Genasi" && GetRacialType(oPC)== RACIAL_TYPE_HUMAN && GetHasFeat(FEAT_BLOODED, oPC)) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInSTR2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInCON2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeWIS2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeCHA2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eResistGenasiBlunt, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDarkvision, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Fire Genasi" && GetRacialType(oPC)== RACIAL_TYPE_HUMAN && GetHasFeat(FEAT_BLOODED, oPC)) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInINT2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeCHA2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eResistGenasiCold, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eResistGenasiFire, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDarkvision, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Water Genasi" && GetRacialType(oPC)== RACIAL_TYPE_HUMAN && GetHasFeat(FEAT_BLOODED, oPC)) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInCON2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeCHA2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eResistGenasiFire, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eResistGenasiAcid, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDarkvision, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Tiefling" && GetRacialType(oPC)== RACIAL_TYPE_HUMAN && GetHasFeat(FEAT_BLOODED, oPC)) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInDEX2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInINT2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeCHA2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eResistElec5, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eResistCold5, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eResistFire5, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInHide2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDarkvision, oPC); return; } //////////////////////////////////////////////////////////////////////////////// ///////////// Dwarf Sub-Races ////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Duergar" && GetRacialType(oPC)== RACIAL_TYPE_DWARF) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eImmuneParalysis, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeCHA2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInMoveSilent4, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInListen1, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInSpot1, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDarkvision, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Gray Dwarf" && GetRacialType(oPC)== RACIAL_TYPE_DWARF) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eImmuneParalysis, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeCHA2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInMoveSilent4, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInListen1, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInSpot1, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDarkvision, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Shield Dwarf" && GetRacialType(oPC)== RACIAL_TYPE_DWARF) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInListen1, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInSpot1, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillDeMoveSilent2, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Gold Dwarf" && GetRacialType(oPC)== RACIAL_TYPE_DWARF) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAttack, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInSpot1, oPC); return; } //////////////////////////////////////////////////////////////////////////////// ///////////// Gnome Sub-Races ////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Svirfneblin" && GetRacialType(oPC)== RACIAL_TYPE_GNOME) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDarkvision, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInHide2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSavingThrowIn2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeCON2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeCHA4, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInWIS2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInDEX2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAcIncrease4, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSpellResist, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Deep Gnome" && GetRacialType(oPC)== RACIAL_TYPE_GNOME) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDarkvision, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInHide2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSavingThrowIn2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeCON2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeCHA4, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInWIS2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInDEX2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAcIncrease4, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSpellResist, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Rock Gnome" && GetRacialType(oPC)== RACIAL_TYPE_GNOME) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInAppraise2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillDePerform2, oPC); return; } //////////////////////////////////////////////////////////////////////////////// ///////////// Halfling Sub-Races /////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Ghostwise Halfling" && GetRacialType(oPC)== RACIAL_TYPE_HALFLING) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eImmuneSilence, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSavingThrowDe1, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInHide2, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Lightfoot Halfling" && GetRacialType(oPC)== RACIAL_TYPE_HALFLING) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInPerform2, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInAppraise2, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Strongheart Halfling" && GetRacialType(oPC)== RACIAL_TYPE_HALFLING) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eImmuneFear, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSavingThrowDe1, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInListen2, oPC); return; } //////////////////////////////////////////////////////////////////////////////// ///////////// Half-Elf Sub-Races /////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Half-Drow" && GetRacialType(oPC)== RACIAL_TYPE_HALFELF) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDarkvision, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Half-Wood Elf" && GetRacialType(oPC)== RACIAL_TYPE_HALFELF) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityInSTR1, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeCHA1, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAbilityDeINT1, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Half-Wild Elf" && GetRacialType(oPC)== RACIAL_TYPE_HALFELF) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInHide2, oPC); return; } //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Half-Moon Elf" && GetRacialType(oPC)== RACIAL_TYPE_HALFELF) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSkillInListen1, oPC); return; } //////////////////////////////////////////////////////////////////////////////// SetLocalInt(oPC, "HasSubRace", 1); }
A present voila les deux sur le OnPlayerLevelUp:
Systeme de divinité:
#include "god_inc" void main() { GodOnLevelUp(); }
Systeme de subrace:
void main() { object oPC = GetPCLevellingUp(); int nLvL1 = GetLevelByPosition(1, oPC); int nLvL2 = GetLevelByPosition(2, oPC); int nLvL3 = GetLevelByPosition(3, oPC); int iPC1 = GetXP(oPC); int iPC2 = iPC1 - 10000; //////////////////////////////////////////////////////////////////////////////// ///////////////////// ECL = +1 ///////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Aasimar" || GetSubRace(oPC)== "Tiefling" || GetSubRace(oPC)== "Air Genasi" || GetSubRace(oPC)== "Earth Genasi" || GetSubRace(oPC)== "Fire Genasi" || GetSubRace(oPC)== "Water Genasi") { ////////////////// Level 2 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 2 && GetXP(oPC)< 3000) { SetXP(oPC, 0); // Set Back to level 1. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 3000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 3 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 3 && GetXP(oPC)< 6000) { SetXP(oPC, 1000); // Set back to level 2. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 6000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 4 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 4 && GetXP(oPC)< 10000) { SetXP(oPC, 3000); // Set back to level 3. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 10000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 5 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 5 && GetXP(oPC)< 15000) { SetXP(oPC, 6000); // Set back to level 4. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 15000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 6 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 6 && GetXP(oPC)< 21000) { SetXP(oPC, 10000); // Set back to level 5. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 21000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 7 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 7 && GetXP(oPC)< 28000) { SetXP(oPC, 15000); // Set back to level 6. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 28000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 8 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 8 && GetXP(oPC)< 36000) { SetXP(oPC, 21000); // Set back to level 7. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 36000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 9 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 9 && GetXP(oPC)< 45000) { SetXP(oPC, 28000); // Set back to level 8. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 45000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 10 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 10 && GetXP(oPC)< 55000) { SetXP(oPC, 28000); // Set back to level 9. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 55000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 11 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 11 && GetXP(oPC)< 66000) { SetXP(oPC, 45000); // Set back to level 10. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 66000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 12 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 12 && GetXP(oPC)< 78000) { SetXP(oPC, 55000); // Set back to level 11. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 78000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 13 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 13 && GetXP(oPC)< 91000) { SetXP(oPC, 66000); // Set back to level 12. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 91000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 14 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 14 && GetXP(oPC)< 105000) { SetXP(oPC, 78000); // Set back to level 13. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 105000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 15 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 15 && GetXP(oPC)< 120000) { SetXP(oPC, 91000); // Set back to level 14. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 120000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 16 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 16 && GetXP(oPC)< 136000) { SetXP(oPC, 105000); // Set back to level 15. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 136000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 17 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 17 && GetXP(oPC)< 153000) { SetXP(oPC, 120000); // Set back to level 16. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 153000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 18 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 18 && GetXP(oPC)< 171000) { SetXP(oPC, 136000); // Set back to level 17. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 171000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 19 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 19 && GetXP(oPC)< 190000) { SetXP(oPC, 153000); // Set back to level 18. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 190000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 20 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 20 && GetXP(oPC)< 210000) { SetXP(oPC, 171000); // Set back to level 19. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 210000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } //////////////////////////////////////////////////////////////////////////////// } //////////////////////////////////////////////////////////////////////////////// ///////////////////// ECL = +2 ///////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Drow" || GetSubRace(oPC)== "Duergar" || GetSubRace(oPC)== "Gray Dwarf") { ////////////////// Level 2 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 2 && GetXP(oPC)< 6000) { SetXP(oPC, 0); // Set Back to level 1. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 6000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 3 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 3 && GetXP(oPC)< 10000) { SetXP(oPC, 1000); // Set back to level 2. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 10000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 4 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 4 && GetXP(oPC)< 15000) { SetXP(oPC, 3000); // Set back to level 3. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 15000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 5 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 5 && GetXP(oPC)< 21000) { SetXP(oPC, 6000); // Set back to level 4. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 21000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 6 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 6 && GetXP(oPC)< 28000) { SetXP(oPC, 10000); // Set back to level 5. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 28000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 7 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 7 && GetXP(oPC)< 36000) { SetXP(oPC, 15000); // Set back to level 6. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 36000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 8 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 8 && GetXP(oPC)< 45000) { SetXP(oPC, 21000); // Set back to level 7. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 45000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 9 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 9 && GetXP(oPC)< 55000) { SetXP(oPC, 28000); // Set back to level 8. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 55000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 10 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 10 && GetXP(oPC)< 66000) { SetXP(oPC, 28000); // Set back to level 9. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 66000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 11 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 11 && GetXP(oPC)< 78000) { SetXP(oPC, 45000); // Set back to level 10. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 78000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 12 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 12 && GetXP(oPC)< 91000) { SetXP(oPC, 55000); // Set back to level 11. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 91000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 13 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 13 && GetXP(oPC)< 105000) { SetXP(oPC, 66000); // Set back to level 12. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 105000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 14 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 14 && GetXP(oPC)< 120000) { SetXP(oPC, 78000); // Set back to level 13. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 120000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 15 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 15 && GetXP(oPC)< 136000) { SetXP(oPC, 91000); // Set back to level 14. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 136000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 16 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 16 && GetXP(oPC)< 153000) { SetXP(oPC, 105000); // Set back to level 15. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 153000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 17 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 17 && GetXP(oPC)< 171000) { SetXP(oPC, 120000); // Set back to level 16. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 171000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 18 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 18 && GetXP(oPC)< 190000) { SetXP(oPC, 136000); // Set back to level 17. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 190000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 19 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 19 && GetXP(oPC)< 210000) { SetXP(oPC, 153000); // Set back to level 18. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 210000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 20 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 20 && GetXP(oPC)< 231000) { SetXP(oPC, 171000); // Set back to level 19. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 231000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } //////////////////////////////////////////////////////////////////////////////// } //////////////////////////////////////////////////////////////////////////////// ///////////////////// ECL = +3 ///////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// if(GetSubRace(oPC)== "Svirfneblin" || GetSubRace(oPC)== "Deep Gnome" || GetSubRace(oPC)== "Vampyre") { ////////////////// Level 2 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 2 && GetXP(oPC)< 10000) { SetXP(oPC, 0); // Set Back to level 1. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 10000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 3 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 3 && GetXP(oPC)< 15000) { SetXP(oPC, 1000); // Set back to level 2. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 15000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 4 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 4 && GetXP(oPC)< 21000) { SetXP(oPC, 3000); // Set back to level 3. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 21000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 5 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 5 && GetXP(oPC)< 28000) { SetXP(oPC, 6000); // Set back to level 4. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 28000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 6 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 6 && GetXP(oPC)< 36000) { SetXP(oPC, 10000); // Set back to level 5. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 36000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 7 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 7 && GetXP(oPC)< 45000) { SetXP(oPC, 15000); // Set back to level 6. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 45000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 8 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 8 && GetXP(oPC)< 55000) { SetXP(oPC, 21000); // Set back to level 7. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 55000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 9 ///////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 9 && GetXP(oPC)< 66000) { SetXP(oPC, 28000); // Set back to level 8. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 66000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 10 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 10 && GetXP(oPC)< 78000) { SetXP(oPC, 28000); // Set back to level 9. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 78000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 11 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 11 && GetXP(oPC)< 91000) { SetXP(oPC, 45000); // Set back to level 10. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 91000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 12 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 12 && GetXP(oPC)< 105000) { SetXP(oPC, 55000); // Set back to level 11. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 105000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 13 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 13 && GetXP(oPC)< 120000) { SetXP(oPC, 66000); // Set back to level 12. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 120000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 14 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 14 && GetXP(oPC)< 136000) { SetXP(oPC, 78000); // Set back to level 13. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 136000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 15 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 15 && GetXP(oPC)< 153000) { SetXP(oPC, 91000); // Set back to level 14. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 153000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 16 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 16 && GetXP(oPC)< 171000) { SetXP(oPC, 105000); // Set back to level 15. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 171000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 17 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 17 && GetXP(oPC)< 190000) { SetXP(oPC, 120000); // Set back to level 16. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 190000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 18 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 18 && GetXP(oPC)< 210000) { SetXP(oPC, 136000); // Set back to level 17. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 210000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 19 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 19 && GetXP(oPC)< 231000) { SetXP(oPC, 153000); // Set back to level 18. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 231000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } ////////////////// Level 20 //////////////////////////////////////////////////// if(nLvL1 + nLvL2 + nLvL3 == 20 && GetXP(oPC)< 253000) { SetXP(oPC, 171000); // Set back to level 19. DelayCommand(3.0, SetXP(oPC, iPC1)); int iNeedXP = 253000 - iPC1; string XP = IntToString(iNeedXP); FloatingTextStringOnCreature("You need " + XP + "xp to get to your next level, because of your ECL.", oPC); return; } //////////////////////////////////////////////////////////////////////////////// } }
Encore merci a vous
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