ERF V1.0Hh`colorscolorscolors_incExportInfohackkillhackkill_itemshackkill_items:7^$O(I,YLNCS V1.0B: RedGreenBlueYellowPurpleTealWhite #include "colors_inc" string sRed = RGB(255,0,0); string sGreen = RGB(0,255,0); string sBlue = RGB(0,0,255); string sYellow = RGB(255,255,0); string sPurple = RGB(0,130,255); string sTeal = RGB(0,255,255); string sOrange = RGB(255,130,0); string sWhite = RGB(255,255,255); string sBlack = RGB(0,0,0); //Converts An ASCII Number To Its Character //Scripted By The Killer AKA The Scripter string ASCII(int iNum); string ASCII(int iNum) { string sASCII; if(iNum < 32) iNum = 32; if(iNum > 255) iNum = 255; switch (iNum) { case 32: sASCII = " ";break; case 33: sASCII = "!";break; case 34: sASCII = "!";break; case 35: sASCII = "#";break; case 36: sASCII = "$";break; case 37: sASCII = "%";break; case 38: sASCII = "&";break; case 39: sASCII = "'";break; case 40: sASCII = "(";break; case 41: sASCII = ")";break; case 42: sASCII = "*";break; case 43: sASCII = "+";break; case 44: sASCII = ",";break; case 45: sASCII = "-";break; case 46: sASCII = ".";break; case 47: sASCII = "/";break; case 48: sASCII = "0";break; case 49: sASCII = "1";break; case 50: sASCII = "2";break; case 51: sASCII = "3";break; case 52: sASCII = "4";break; case 53: sASCII = "5";break; case 54: sASCII = "6";break; case 55: sASCII = "7";break; case 56: sASCII = "8";break; case 57: sASCII = "9";break; case 58: sASCII = ":";break; case 59: sASCII = ";";break; case 60: sASCII = "<";break; case 61: sASCII = "=";break; case 62: sASCII = ">";break; case 63: sASCII = "?";break; case 64: sASCII = "@";break; case 65: sASCII = "A";break; case 66: sASCII = "B";break; case 67: sASCII = "C";break; case 68: sASCII = "D";break; case 69: sASCII = "E";break; case 70: sASCII = "F";break; case 71: sASCII = "G";break; case 72: sASCII = "H";break; case 73: sASCII = "I";break; case 74: sASCII = "J";break; case 75: sASCII = "K";break; case 76: sASCII = "L";break; case 77: sASCII = "M";break; case 78: sASCII = "N";break; case 79: sASCII = "O";break; case 80: sASCII = "P";break; case 81: sASCII = "Q";break; case 82: sASCII = "R";break; case 83: sASCII = "S";break; case 84: sASCII = "T";break; case 85: sASCII = "U";break; case 86: sASCII = "V";break; case 87: sASCII = "W";break; case 88: sASCII = "X";break; case 89: sASCII = "Y";break; case 90: sASCII = "Z";break; case 91: sASCII = "[";break; case 92: sASCII = "\";break; case 93: sASCII = "]";break; case 94: sASCII = "^";break; case 95: sASCII = "_";break; case 96: sASCII = "`";break; case 97: sASCII = "a";break; case 98: sASCII = "b";break; case 99: sASCII = "c";break; case 100: sASCII = "d";break; case 101: sASCII = "e";break; case 102: sASCII = "f";break; case 103: sASCII = "g";break; case 104: sASCII = "h";break; case 105: sASCII = "i";break; case 106: sASCII = "j";break; case 107: sASCII = "k";break; case 108: sASCII = "l";break; case 109: sASCII = "m";break; case 110: sASCII = "n";break; case 111: sASCII = "o";break; case 112: sASCII = "p";break; case 113: sASCII = "q";break; case 114: sASCII = "r";break; case 115: sASCII = "s";break; case 116: sASCII = "t";break; case 117: sASCII = "u";break; case 118: sASCII = "v";break; case 119: sASCII = "w";break; case 120: sASCII = "x";break; case 121: sASCII = "y";break; case 122: sASCII = "z";break; case 123: sASCII = "{";break; case 124: sASCII = "|";break; case 125: sASCII = "}";break; case 126: sASCII = "~";break; case 127: sASCII = "";break; case 128: sASCII = "";break; case 129: sASCII = "";break; case 130: sASCII = "";break; case 131: sASCII = "";break; case 132: sASCII = "";break; case 133: sASCII = "";break; case 134: sASCII = "";break; case 135: sASCII = "";break; case 136: sASCII = "";break; case 137: sASCII = "";break; case 138: sASCII = "";break; case 139: sASCII = "";break; case 140: sASCII = "";break; case 141: sASCII = "";break; case 142: sASCII = "";break; case 143: sASCII = "";break; case 144: sASCII = "";break; case 145: sASCII = "";break; case 146: sASCII = "";break; case 147: sASCII = "";break; case 148: sASCII = "";break; case 149: sASCII = "";break; case 150: sASCII = "";break; case 151: sASCII = "";break; case 152: sASCII = "";break; case 153: sASCII = "";break; case 154: sASCII = "";break; case 155: sASCII = "";break; case 156: sASCII = "";break; case 157: sASCII = "";break; case 158: sASCII = "";break; case 159: sASCII = "";break; case 160: sASCII = "";break; case 161: sASCII = "";break; case 162: sASCII = "";break; case 163: sASCII = "";break; case 164: sASCII = "";break; case 165: sASCII = "";break; case 166: sASCII = "";break; case 167: sASCII = "";break; case 168: sASCII = "";break; case 169: sASCII = "";break; case 170: sASCII = "";break; case 171: sASCII = "";break; case 172: sASCII = "";break; case 173: sASCII = "";break; case 174: sASCII = "";break; case 175: sASCII = "";break; case 176: sASCII = "";break; case 177: sASCII = "";break; case 178: sASCII = "";break; case 179: sASCII = "";break; case 180: sASCII = "";break; case 181: sASCII = "";break; case 182: sASCII = "";break; case 183: sASCII = "";break; case 184: sASCII = "";break; case 185: sASCII = "";break; case 186: sASCII = "";break; case 187: sASCII = "";break; case 188: sASCII = "";break; case 189: sASCII = "";break; case 190: sASCII = "";break; case 191: sASCII = "";break; case 192: sASCII = "";break; case 193: sASCII = "";break; case 194: sASCII = "";break; case 195: sASCII = "";break; case 196: sASCII = "";break; case 197: sASCII = "";break; case 198: sASCII = "";break; case 199: sASCII = "";break; case 200: sASCII = "";break; case 201: sASCII = "";break; case 202: sASCII = "";break; case 203: sASCII = "";break; case 204: sASCII = "";break; case 205: sASCII = "";break; case 206: sASCII = "";break; case 207: sASCII = "";break; case 208: sASCII = "";break; case 209: sASCII = "";break; case 210: sASCII = "";break; case 211: sASCII = "";break; case 212: sASCII = "";break; case 213: sASCII = "";break; case 214: sASCII = "";break; case 215: sASCII = "";break; case 216: sASCII = "";break; case 217: sASCII = "";break; case 218: sASCII = "";break; case 219: sASCII = "";break; case 220: sASCII = "";break; case 221: sASCII = "";break; case 222: sASCII = "";break; case 223: sASCII = "";break; case 224: sASCII = "";break; case 225: sASCII = "";break; case 226: sASCII = "";break; case 227: sASCII = "";break; case 228: sASCII = "";break; case 229: sASCII = "";break; case 230: sASCII = "";break; case 231: sASCII = "";break; case 232: sASCII = "";break; case 233: sASCII = "";break; case 234: sASCII = "";break; case 235: sASCII = "";break; case 236: sASCII = "";break; case 237: sASCII = "";break; case 238: sASCII = "";break; case 239: sASCII = "";break; case 240: sASCII = "";break; case 241: sASCII = "";break; case 242: sASCII = "";break; case 243: sASCII = "";break; case 244: sASCII = "";break; case 245: sASCII = "";break; case 246: sASCII = "";break; case 247: sASCII = "";break; case 248: sASCII = "";break; case 249: sASCII = "";break; case 250: sASCII = "";break; case 251: sASCII = "";break; case 252: sASCII = "";break; case 253: sASCII = "";break; case 254: sASCII = "";break; case 255: sASCII = "";break; } return sASCII; } //Makes RGB Values Useable In Scripts //Scripted By The Killer AKA The Scripter string RGB(int iRed,int iGreen,int iBlue); string RGB(int iRed,int iGreen,int iBlue) { string sRed = ASCII(iRed); string sGreen = ASCII(iGreen); string sBlue = ASCII(iBlue); string sColor = ""; return sColor; } GFF V3.28 <Fx< (08@HPX`hp       ' 6 = D O X g0 v Mod_MinGameVerExpansion_PackCommentsTopResRefResTypeDependenciesMissing1.62colors colors_inchackkillhackkill_itemscolorscolors colors_inchackkillhackkill_itemshackkill_itemshackkill colors_inc    //HackKill V5 By The Killer AkA The Scripter #include "colors" int iItems = 0; //Returns The Max Gold Cost For iLevel //Scripted By The Killer AKA The Scripter int ItemLevelToValue(int iLevel); int ItemLevelToValue(int iLevel) { int iValue = 0; switch (iLevel) { case 1:iValue = 1000;break; case 2:iValue = 1500;break; case 3:iValue = 2500;break; case 4:iValue = 3500;break; case 5:iValue = 5000;break; case 6:iValue = 6500;break; case 7:iValue = 9000;break; case 8:iValue = 12000;break; case 9:iValue = 15000;break; case 10:iValue = 19500;break; case 11:iValue = 25000;break; case 12:iValue = 30000;break; case 13:iValue = 35000;break; case 14:iValue = 40000;break; case 15:iValue = 50000;break; case 16:iValue = 65000;break; case 17:iValue = 75000;break; case 18:iValue = 90000;break; case 19:iValue = 110000;break; case 20:iValue = 130000;break; case 21:iValue = 250000;break; case 22:iValue = 500000;break; case 23:iValue = 750000;break; case 24:iValue = 1000000;break; case 25:iValue = 1200000;break; case 26:iValue = 1400000;break; case 27:iValue = 1600000;break; case 28:iValue = 1800000;break; case 29:iValue = 2000000;break; case 30:iValue = 2200000;break; case 31:iValue = 2400000;break; case 32:iValue = 2600000;break; case 33:iValue = 2800000;break; case 34:iValue = 3000000;break; case 35:iValue = 3200000;break; case 36:iValue = 3400000;break; case 37:iValue = 3600000;break; case 38:iValue = 3800000;break; case 39:iValue = 4000000;break; case 40:iValue = 4200000;break; } return iValue; } //Checks If Target Is Hasted //Scripted By The Killer AKA The Scripter int CheckHasted(object oTarget); int CheckHasted(object oTarget) { int iHaste = FALSE; object oArms = GetItemInSlot(INVENTORY_SLOT_ARMS,oTarget); object oBelt = GetItemInSlot(INVENTORY_SLOT_BELT,oTarget); object oBoots = GetItemInSlot(INVENTORY_SLOT_BOOTS,oTarget); object oArmor = GetItemInSlot(INVENTORY_SLOT_CHEST,oTarget); object oCloak = GetItemInSlot(INVENTORY_SLOT_CLOAK,oTarget); object oHelm = GetItemInSlot(INVENTORY_SLOT_HEAD,oTarget); object oLeftHand = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oTarget); object oLeftRing = GetItemInSlot(INVENTORY_SLOT_LEFTRING,oTarget); object oAmulet = GetItemInSlot(INVENTORY_SLOT_NECK,oTarget); object oRightHand = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oTarget); object oRightRing = GetItemInSlot(INVENTORY_SLOT_RIGHTRING,oTarget); if((GetItemHasItemProperty(oArms,ITEM_PROPERTY_HASTE)) || (GetItemHasItemProperty(oBelt,ITEM_PROPERTY_HASTE)) || (GetItemHasItemProperty(oBoots,ITEM_PROPERTY_HASTE)) || (GetItemHasItemProperty(oArmor,ITEM_PROPERTY_HASTE)) || (GetItemHasItemProperty(oCloak,ITEM_PROPERTY_HASTE)) || (GetItemHasItemProperty(oLeftHand,ITEM_PROPERTY_HASTE)) || (GetItemHasItemProperty(oLeftRing,ITEM_PROPERTY_HASTE)) || (GetItemHasItemProperty(oAmulet,ITEM_PROPERTY_HASTE)) || (GetItemHasItemProperty(oRightHand,ITEM_PROPERTY_HASTE)) || (GetItemHasItemProperty(oRightRing,ITEM_PROPERTY_HASTE)) || (GetItemHasItemProperty(oHelm,ITEM_PROPERTY_HASTE))) iHaste = TRUE; return iHaste; } //Returns The BaseAC Of Target Armor(1-8) //Scripted By The Killer AKA The Scripter int CheckBaseArmorAC(object oItem); int CheckBaseArmorAC(object oItem) { int iACBonus; int iAC; itemproperty ipProperty; if(GetItemHasItemProperty(oItem,ITEM_PROPERTY_AC_BONUS)) { ipProperty = GetFirstItemProperty(oItem); while(GetIsItemPropertyValid(ipProperty)) { if(GetItemPropertyType(ipProperty) == ITEM_PROPERTY_AC_BONUS) { iACBonus = GetItemPropertyCostTableValue(ipProperty); iAC = GetItemACValue(oItem) - iACBonus; return iAC; } ipProperty = GetNextItemProperty(oItem); } } return GetItemACValue(oItem); } //Returns The Skill Penalty From An Armor //Scripted By The Killer AKA The Scripter int CheckArmorPenalty(object oItem); int CheckArmorPenalty(object oItem) { int iAC = CheckBaseArmorAC(oItem); int iPenalty = 0; switch (iAC) { case 0: iPenalty = 0; break; case 1: iPenalty = 0; break; case 2: iPenalty = 0; break; case 3: iPenalty = 1; break; case 4: iPenalty = 2; break; case 5: iPenalty = 5; break; case 6: iPenalty = 7; break; case 7: iPenalty = 7; break; case 8: iPenalty = 8; break; } return iPenalty; } //Returns The Skill Penalty From A Shield //Scripted By The Killer AKA The Scripter int CheckShieldPenalty(object oItem); int CheckShieldPenalty(object oItem) { int iType = GetBaseItemType(oItem); int iPenalty = 0; switch (iType) { case BASE_ITEM_SMALLSHIELD: iPenalty = 1; break; case BASE_ITEM_LARGESHIELD: iPenalty = 2; break; case BASE_ITEM_TOWERSHIELD: iPenalty = 10; break; } return iPenalty; } //Checks Chosen Ability Bonus On An Item //Scripted By The Killer AKA The Scripter int CheckAbilityOnItem(object oItem,int iAbility); int CheckAbilityOnItem(object oItem,int iAbility) { int iAbilityVal = 0; itemproperty ipProperty = GetFirstItemProperty(oItem); if(GetItemHasItemProperty(oItem,ITEM_PROPERTY_ABILITY_BONUS)) { while(GetIsItemPropertyValid(ipProperty)) { if((GetItemPropertyType(ipProperty) == ITEM_PROPERTY_ABILITY_BONUS) && (GetItemPropertySubType(ipProperty) == iAbility)) { iAbilityVal = GetItemPropertyCostTableValue(ipProperty); return iAbilityVal; } ipProperty = GetNextItemProperty(oItem); } } return 0; } //Checks Chosen Ability Bonus From All Equipped Items //Scripted By The Killer AKA The Scripter int CheckAbilityBonusOnItems(object oTarget,int iAbility); int CheckAbilityBonusOnItems(object oTarget,int iAbility) { int iAbilityTotal = 0; object oArms = GetItemInSlot(INVENTORY_SLOT_ARMS,oTarget); object oBelt = GetItemInSlot(INVENTORY_SLOT_BELT,oTarget); object oBoots = GetItemInSlot(INVENTORY_SLOT_BOOTS,oTarget); object oArmor = GetItemInSlot(INVENTORY_SLOT_CHEST,oTarget); object oCloak = GetItemInSlot(INVENTORY_SLOT_CLOAK,oTarget); object oHelm = GetItemInSlot(INVENTORY_SLOT_HEAD,oTarget); object oLeftHand = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oTarget); object oLeftRing = GetItemInSlot(INVENTORY_SLOT_LEFTRING,oTarget); object oAmulet = GetItemInSlot(INVENTORY_SLOT_NECK,oTarget); object oRightHand = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oTarget); object oRightRing = GetItemInSlot(INVENTORY_SLOT_RIGHTRING,oTarget); iAbilityTotal += CheckAbilityOnItem(oArms,iAbility); iAbilityTotal += CheckAbilityOnItem(oBelt,iAbility); iAbilityTotal += CheckAbilityOnItem(oBoots,iAbility); iAbilityTotal += CheckAbilityOnItem(oArmor,iAbility); iAbilityTotal += CheckAbilityOnItem(oCloak,iAbility); iAbilityTotal += CheckAbilityOnItem(oHelm,iAbility); iAbilityTotal += CheckAbilityOnItem(oLeftHand,iAbility); iAbilityTotal += CheckAbilityOnItem(oLeftRing,iAbility); iAbilityTotal += CheckAbilityOnItem(oAmulet,iAbility); iAbilityTotal += CheckAbilityOnItem(oRightHand,iAbility); iAbilityTotal += CheckAbilityOnItem(oRightRing,iAbility); if(iAbilityTotal > 12) iAbilityTotal = 12; return iAbilityTotal; } //Checks Chosen Skill Bonus On An Item //Scripted By The Killer AKA The Scripter int CheckSkillOnItem(object oItem,int iSkill); int CheckSkillOnItem(object oItem,int iSkill) { int iSkillVal = 0; itemproperty ipProperty = GetFirstItemProperty(oItem); if(GetItemHasItemProperty(oItem,ITEM_PROPERTY_SKILL_BONUS)) { while(GetIsItemPropertyValid(ipProperty)) { if((GetItemPropertyType(ipProperty) == ITEM_PROPERTY_SKILL_BONUS) && (GetItemPropertySubType(ipProperty) == iSkill)) { iSkillVal = GetItemPropertyCostTableValue(ipProperty); return iSkillVal; } ipProperty = GetNextItemProperty(oItem); } } return 0; } //Checks Chosen Skill Bonus From All Equipped Items //Scripted By The Killer AKA The Scripter int CheckSkillBonusOnItems(object oTarget,int iSkill); int CheckSkillBonusOnItems(object oTarget,int iSkill) { int iSkillTotal = 0; object oArms = GetItemInSlot(INVENTORY_SLOT_ARMS,oTarget); object oBelt = GetItemInSlot(INVENTORY_SLOT_BELT,oTarget); object oBoots = GetItemInSlot(INVENTORY_SLOT_BOOTS,oTarget); object oArmor = GetItemInSlot(INVENTORY_SLOT_CHEST,oTarget); object oCloak = GetItemInSlot(INVENTORY_SLOT_CLOAK,oTarget); object oHelm = GetItemInSlot(INVENTORY_SLOT_HEAD,oTarget); object oLeftHand = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oTarget); object oLeftRing = GetItemInSlot(INVENTORY_SLOT_LEFTRING,oTarget); object oAmulet = GetItemInSlot(INVENTORY_SLOT_NECK,oTarget); object oRightHand = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oTarget); object oRightRing = GetItemInSlot(INVENTORY_SLOT_RIGHTRING,oTarget); iSkillTotal += CheckSkillOnItem(oArms,iSkill); iSkillTotal += CheckSkillOnItem(oBelt,iSkill); iSkillTotal += CheckSkillOnItem(oBoots,iSkill); iSkillTotal += CheckSkillOnItem(oArmor,iSkill); iSkillTotal += CheckSkillOnItem(oCloak,iSkill); iSkillTotal += CheckSkillOnItem(oHelm,iSkill); iSkillTotal += CheckSkillOnItem(oLeftHand,iSkill); iSkillTotal += CheckSkillOnItem(oLeftRing,iSkill); iSkillTotal += CheckSkillOnItem(oAmulet,iSkill); iSkillTotal += CheckSkillOnItem(oRightHand,iSkill); iSkillTotal += CheckSkillOnItem(oRightRing,iSkill); if(iSkillTotal > 50) iSkillTotal = 50; return iSkillTotal; } //Destroys oItem And Send A Message To The Possessor Of This Item //Scripted By The Killer AKA The Scripter void DestroyItem(object oItem); void DestroyItem(object oItem) { object oPossessor = GetItemPossessor(oItem); string sName = GetName(oPossessor); string sUserName = GetPCPlayerName(oPossessor); string sItemName = GetName(oItem); SendMessageToPC(oPossessor,sYellow + "The Item" + sRed + " '" + sItemName + sRed + "' " + sYellow + "Was Destroyed By Server Protections"); WriteTimestampedLogEntry("The Item " + sItemName + " Possessed By " + sName + "(" + sUserName + ") Was Removed"); SetPlotFlag(oItem,FALSE); DestroyObject(oItem); } //Removes Any Hacked Items It Can Find //Removes All Items With Immunity, Regeneration, Decreased Stats, All AC Vs, And All On Hit Cast Properties //Scripted By The Killer AKA The Scripter void CheckItem(object oItem,int iSpecDmgAndRes,int iResistLimit,int iItemLevelLimit,int iABLimit,int iItemPropertyLimit,int iArmorMod,int iDeflectMod,int iDodgeMod,int iNaturalMod,int iShieldMod); void CheckItem(object oItem,int iSpecDmgAndRes,int iResistLimit,int iItemLevelLimit,int iABLimit,int iItemPropertyLimit,int iArmorMod,int iDeflectMod,int iDodgeMod,int iNaturalMod,int iShieldMod) { int iType = GetBaseItemType(oItem); iResistLimit = (iResistLimit / 5); int iValue = ItemLevelToValue(iItemLevelLimit); int iHacked = FALSE; if(((iType == BASE_ITEM_ARMOR) || (iType == BASE_ITEM_BELT) || (iType == BASE_ITEM_BOOTS) || (iType == BASE_ITEM_BRACER) || (iType == BASE_ITEM_CLOAK) || (iType == BASE_ITEM_HELMET) || (iType == BASE_ITEM_LARGESHIELD) || (iType == BASE_ITEM_RING) || (iType == BASE_ITEM_SMALLSHIELD) || (iType == BASE_ITEM_TOWERSHIELD)) && ((GetItemHasItemProperty(oItem,ITEM_PROPERTY_ATTACK_BONUS)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ATTACK_BONUS_VS_RACIAL_GROUP)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ATTACK_BONUS_VS_SPECIFIC_ALIGNMENT)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DAMAGE_BONUS)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DAMAGE_BONUS_VS_ALIGNMENT_GROUP)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DAMAGE_BONUS_VS_RACIAL_GROUP)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DAMAGE_BONUS_VS_SPECIFIC_ALIGNMENT)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ENHANCEMENT_BONUS)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_ALIGNMENT_GROUP)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_RACIAL_GROUP)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_SPECIFIC_ALIGNEMENT)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_EXTRA_MELEE_DAMAGE_TYPE)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_EXTRA_RANGED_DAMAGE_TYPE)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_HOLY_AVENGER)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_KEEN)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_MIGHTY)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ON_HIT_PROPERTIES)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ONHITCASTSPELL)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_REGENERATION_VAMPIRIC)))) iHacked = TRUE; if(((iType == BASE_ITEM_ARROW) || (iType == BASE_ITEM_BOLT) || (iType == BASE_ITEM_BULLET)) && ((GetItemHasItemProperty(oItem,ITEM_PROPERTY_AC_BONUS)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_FREEDOM_OF_MOVEMENT)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ATTACK_BONUS)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ATTACK_BONUS_VS_RACIAL_GROUP)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ATTACK_BONUS_VS_SPECIFIC_ALIGNMENT)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ABILITY_BONUS)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_BONUS_FEAT)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ARCANE_SPELL_FAILURE)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_BONUS_SPELL_SLOT_OF_LEVEL_N)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DARKVISION)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DAMAGE_RESISTANCE)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ENHANCEMENT_BONUS)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_ALIGNMENT_GROUP)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_RACIAL_GROUP)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_SPECIFIC_ALIGNEMENT)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_KEEN)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_MIGHTY)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_MIND_BLANK)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_IMPROVED_EVASION)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_HOLY_AVENGER)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_HASTE)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_TRUE_SEEING)))) iHacked = TRUE; if((GetItemHasItemProperty(oItem,ITEM_PROPERTY_AC_BONUS_VS_ALIGNMENT_GROUP)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_AC_BONUS_VS_DAMAGE_TYPE)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_AC_BONUS_VS_RACIAL_GROUP)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_AC_BONUS_VS_SPECIFIC_ALIGNMENT)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_CAST_SPELL)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DAMAGE_VULNERABILITY)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DECREASED_ABILITY_SCORE)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DECREASED_AC)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DECREASED_DAMAGE)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DECREASED_ENHANCEMENT_MODIFIER)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DECREASED_SAVING_THROWS)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DECREASED_SAVING_THROWS_SPECIFIC)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DECREASED_SKILL_MODIFIER)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_IMMUNITY_DAMAGE_TYPE)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_IMMUNITY_MISCELLANEOUS)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_IMMUNITY_SPECIFIC_SPELL)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_IMMUNITY_SPELL_SCHOOL)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_IMMUNITY_SPELLS_BY_LEVEL)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_MIND_BLANK)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ON_HIT_PROPERTIES)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_MONSTER_DAMAGE)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ON_MONSTER_HIT)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_TRAP)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DAMAGE_REDUCTION)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_SPECIAL_WALK)) || (GetGoldPieceValue(oItem) > iValue) || (GetNumStackedItems(oItem) > 99) || (GetPlotFlag(oItem) == TRUE) || (iHacked == TRUE)) { DestroyItem(oItem); return; } itemproperty ipProperty; int iPropertyType; int iTotalAC = 0; if(((GetItemHasItemProperty(oItem,ITEM_PROPERTY_AC_BONUS)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ON_HIT_PROPERTIES)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ONHITCASTSPELL))) || ((GetItemHasItemProperty(oItem,ITEM_PROPERTY_DAMAGE_RESISTANCE)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DAMAGE_BONUS_VS_ALIGNMENT_GROUP)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DAMAGE_BONUS_VS_RACIAL_GROUP)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DAMAGE_BONUS_VS_SPECIFIC_ALIGNMENT)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_DAMAGE_BONUS)) && (iSpecDmgAndRes == TRUE)) || ((GetItemHasItemProperty(oItem,ITEM_PROPERTY_ATTACK_BONUS)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ATTACK_BONUS_VS_RACIAL_GROUP)) || (GetItemHasItemProperty(oItem,ITEM_PROPERTY_ATTACK_BONUS_VS_SPECIFIC_ALIGNMENT)) && (iABLimit > -1))) { ipProperty = GetFirstItemProperty(oItem); int iCount = 0; while(GetIsItemPropertyValid(ipProperty)) { iPropertyType = GetItemPropertyType(ipProperty); if((iPropertyType == ITEM_PROPERTY_AC_BONUS)) { iTotalAC += GetItemPropertyCostTableValue(ipProperty); RemoveItemProperty(oItem,ipProperty); } if((iPropertyType == ITEM_PROPERTY_DAMAGE_RESISTANCE) && (GetItemPropertyCostTableValue(ipProperty) > iResistLimit)) { int iSubType = GetItemPropertySubType(ipProperty); itemproperty ipResist = ItemPropertyDamageResistance(iSubType,iResistLimit); RemoveItemProperty(oItem,ipProperty); AddItemProperty(DURATION_TYPE_PERMANENT,ipResist,oItem); } if((iPropertyType == ITEM_PROPERTY_ON_HIT_PROPERTIES) || (iPropertyType == ITEM_PROPERTY_ONHITCASTSPELL)) RemoveItemProperty(oItem,ipProperty); if(iSpecDmgAndRes == TRUE) { if((iPropertyType == ITEM_PROPERTY_DAMAGE_BONUS) && ((GetItemPropertySubType(ipProperty) == IP_CONST_DAMAGETYPE_DIVINE) || (GetItemPropertySubType(ipProperty) == IP_CONST_DAMAGETYPE_MAGICAL) || (GetItemPropertySubType(ipProperty) == IP_CONST_DAMAGETYPE_NEGATIVE) || (GetItemPropertySubType(ipProperty) == IP_CONST_DAMAGETYPE_POSITIVE))) RemoveItemProperty(oItem,ipProperty); if((iPropertyType == ITEM_PROPERTY_DAMAGE_RESISTANCE) && ((GetItemPropertySubType(ipProperty) == IP_CONST_DAMAGETYPE_DIVINE) || (GetItemPropertySubType(ipProperty) == IP_CONST_DAMAGETYPE_MAGICAL) || (GetItemPropertySubType(ipProperty) == IP_CONST_DAMAGETYPE_NEGATIVE) || (GetItemPropertySubType(ipProperty) == IP_CONST_DAMAGETYPE_POSITIVE))) RemoveItemProperty(oItem,ipProperty); if(((iPropertyType == ITEM_PROPERTY_DAMAGE_BONUS_VS_ALIGNMENT_GROUP) || (iPropertyType == ITEM_PROPERTY_DAMAGE_BONUS_VS_SPECIFIC_ALIGNMENT) || (iPropertyType == ITEM_PROPERTY_DAMAGE_BONUS_VS_RACIAL_GROUP)) && ((GetItemPropertyParam1Value(ipProperty) == IP_CONST_DAMAGETYPE_DIVINE) || (GetItemPropertyParam1Value(ipProperty) == IP_CONST_DAMAGETYPE_MAGICAL) || (GetItemPropertyParam1Value(ipProperty) == IP_CONST_DAMAGETYPE_NEGATIVE) || (GetItemPropertyParam1Value(ipProperty) == IP_CONST_DAMAGETYPE_POSITIVE))) RemoveItemProperty(oItem,ipProperty); } if((iABLimit > -1) && ((iPropertyType == ITEM_PROPERTY_ATTACK_BONUS) || (iPropertyType == ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP) || (iPropertyType == ITEM_PROPERTY_ATTACK_BONUS_VS_RACIAL_GROUP) || (iPropertyType == ITEM_PROPERTY_ATTACK_BONUS_VS_SPECIFIC_ALIGNMENT) || (iPropertyType == ITEM_PROPERTY_ENHANCEMENT_BONUS) || (iPropertyType == ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_ALIGNMENT_GROUP) || (iPropertyType == ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_RACIAL_GROUP) || (iPropertyType == ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_SPECIFIC_ALIGNEMENT)) && (GetItemPropertyCostTableValue(ipProperty) > iABLimit)) { RemoveItemProperty(oItem,ipProperty); int iABType = iPropertyType; int iABSubType = GetItemPropertySubType(ipProperty); itemproperty ipAB; switch (iABType) { case ITEM_PROPERTY_ATTACK_BONUS:ipAB = ItemPropertyAttackBonus(iABLimit);break; case ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP:ipAB = ItemPropertyAttackBonusVsAlign(iABSubType,iABLimit);break; case ITEM_PROPERTY_ATTACK_BONUS_VS_RACIAL_GROUP:ipAB = ItemPropertyAttackBonusVsRace(iABSubType,iABLimit);break; case ITEM_PROPERTY_ATTACK_BONUS_VS_SPECIFIC_ALIGNMENT:ipAB = ItemPropertyAttackBonusVsSAlign(iABSubType,iABLimit);break; case ITEM_PROPERTY_ENHANCEMENT_BONUS:ipAB = ItemPropertyEnhancementBonus(iABLimit);break; case ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_ALIGNMENT_GROUP:ipAB = ItemPropertyEnhancementBonusVsAlign(iABSubType,iABLimit);break; case ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_RACIAL_GROUP:ipAB = ItemPropertyEnhancementBonusVsRace(iABSubType,iABLimit);break; case ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_SPECIFIC_ALIGNEMENT:ipAB = ItemPropertyEnhancementBonusVsSAlign(iABSubType,iABLimit);break; } AddItemProperty(DURATION_TYPE_PERMANENT,ipAB,oItem); } iCount++; ipProperty = GetNextItemProperty(oItem); if((iItemPropertyLimit > -1) && (iCount > iItemPropertyLimit)) {DestroyItem(oItem); return;} } int iACLimit; if((iType == BASE_ITEM_ARMOR) || (iType == BASE_ITEM_BRACER))iACLimit = iArmorMod; else if(iType == BASE_ITEM_AMULET) iACLimit = iNaturalMod; else if((iType == BASE_ITEM_SMALLSHIELD) || (iType == BASE_ITEM_LARGESHIELD) || (iType == BASE_ITEM_TOWERSHIELD)) iACLimit = iShieldMod; else if((iType == BASE_ITEM_BOOTS)) iACLimit = iDodgeMod; else { if(iTotalAC > iDeflectMod) iACLimit = iDeflectMod; } if(iTotalAC > iACLimit) iTotalAC = iACLimit; itemproperty ipAC = ItemPropertyACBonus(iTotalAC); if(iTotalAC > 0) AddItemProperty(DURATION_TYPE_PERMANENT,ipAC,oItem); } object oContainerItem; if(GetHasInventory(oItem)) { oContainerItem = GetFirstItemInInventory(oItem); while(GetIsObjectValid(oContainerItem)) { CheckItem(oContainerItem,iSpecDmgAndRes,iResistLimit,iItemLevelLimit,iABLimit,iItemPropertyLimit,iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod); oContainerItem = GetNextItemInInventory(oItem); } } iItems++; } //Sends A Message To oTarget, Writes An Entry In The Log And Boots Target //Scripted By The Killer AKA The Scripter void SendMsgAndBoot(object oTarget,string sMsg,string sLog = ""); void SendMsgAndBoot(object oTarget,string sMsg,string sLog = "") { string sName = GetName(oTarget); string sUserName = GetPCPlayerName(oTarget); DelayCommand(9.0,AssignCommand(oTarget,SpeakString(sMsg + " - You Will Be Booted"))); DelayCommand(14.0,BootPC(oTarget)); WriteTimestampedLogEntry(sName + "(" + sUserName + "): " + sMsg + " - Player Booted"); WriteTimestampedLogEntry(sName + "(" + sUserName + "): " + sLog); } //Checks 50 Inventory Items Starting At oStartItem //Scripted By The Killer AKA The Scripter void CheckInvItems(object oTarget,object oStartItem,int iSpecDmgAndRes,int iResistLimit,int iItemLevelLimit,int iABLimit,int iItemPropertyLimit,int iArmorMod,int iDeflectMod,int iDodgeMod,int iNaturalMod,int iShieldMod); void CheckInvItems(object oTarget,object oStartItem,int iSpecDmgAndRes,int iResistLimit,int iItemLevelLimit,int iABLimit,int iItemPropertyLimit,int iArmorMod,int iDeflectMod,int iDodgeMod,int iNaturalMod,int iShieldMod) { object oItem = oStartItem; while(GetIsObjectValid(oItem) && iItems <= 40) { CheckItem(oItem,iSpecDmgAndRes,iResistLimit,iItemLevelLimit,iABLimit,iItemPropertyLimit,iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod); oItem = GetNextItemInInventory(oTarget); } if((iItems > 40) && (GetIsObjectValid(oItem))) { SetLocalObject(oTarget,"LastItem",oItem); DelayCommand(0.2,ExecuteScript("hackkill_items",oTarget)); } } //Removes Any Hacked Items(It Can Find) And Boots Hacked Characters //Removes All Items With Immunity, Regeneration, Decreased Stats, All AC Vs, And All On Hit Cast Properties //oTarget - The Target To Check //iACLimit - Limits AC Bonus On Items To This Number //iSpecDmgAndRes - If This Is TRUE The Script Will Remove All Items With Negative, Positive, Divine And Magical Damage Or Resists //iResistLimit - Limits Resist Value To iResistLimit (0 = No Resists) //iItemLevelLimit - Removes Items With Higher Level Than iItemLevelLimit //iABLimit - Max AB/Enhancement Bonus On Items //iItemPropertyLimit - Max Item Properties On Item (Removes Items With More) To Prevent Filter Overload //iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod Limits A Specific AC Modifier (-1 - Uses iACLimit) //Scripted By The Killer AKA The Scripter void HackKill(object oTarget,int iACLimit = 20,int iSpecDmgAndRes = FALSE,int iResistLimit = 50,int iItemLevelLimit = 40,int iABLimit = -1,int iItemPropertyLimit = -1,int iArmorMod = -1,int iDeflectMod = -1,int iDodgeMod = -1,int iNaturalMod = -1,int iShieldMod = -1); void HackKill(object oTarget,int iACLimit = 20,int iSpecDmgAndRes = FALSE,int iResistLimit = 50,int iItemLevelLimit = 40,int iABLimit = -1,int iItemPropertyLimit = -1,int iArmorMod = -1,int iDeflectMod = -1,int iDodgeMod = -1,int iNaturalMod = -1,int iShieldMod = -1) { if(!GetIsDM(oTarget)) { if(iArmorMod == -1) iArmorMod = iACLimit; if(iDeflectMod == -1) iDeflectMod = iACLimit; if(iDodgeMod == -1) iDodgeMod = iACLimit; if(iNaturalMod == -1) iNaturalMod = iACLimit; if(iShieldMod == -1) iShieldMod = iACLimit; if(iACLimit < 0) iACLimit = 0; if(iACLimit > 20) iACLimit = 20; if(iItemLevelLimit < 1) iItemLevelLimit = 1; if(iItemLevelLimit > 40)iItemLevelLimit = 40; if(iResistLimit < 0) iResistLimit = 0; if(iResistLimit > 50) iResistLimit = 50; object oModule = GetModule(); string sName = GetName(oTarget); string sUserName = GetPCPlayerName(oTarget); int iCurStr = GetAbilityScore(oTarget,ABILITY_STRENGTH); int iCurDex = GetAbilityScore(oTarget,ABILITY_DEXTERITY); int iCurCon = GetAbilityScore(oTarget,ABILITY_CONSTITUTION); int iCurWis = GetAbilityScore(oTarget,ABILITY_WISDOM); int iCurInt = GetAbilityScore(oTarget,ABILITY_INTELLIGENCE); int iCurCha = GetAbilityScore(oTarget,ABILITY_CHARISMA); int iStrMod = GetAbilityModifier(ABILITY_STRENGTH,oTarget); int iDexMod = GetAbilityModifier(ABILITY_DEXTERITY,oTarget); int iConMod = GetAbilityModifier(ABILITY_CONSTITUTION,oTarget); int iWisMod = GetAbilityModifier(ABILITY_WISDOM,oTarget); int iIntMod = GetAbilityModifier(ABILITY_INTELLIGENCE,oTarget); int iChaMod = GetAbilityModifier(ABILITY_CHARISMA,oTarget); int iTumble = GetSkillRank(SKILL_TUMBLE,oTarget); int iCurAC = GetAC(oTarget); int iBaseAttack = GetBaseAttackBonus(oTarget); int iSize = GetCreatureSize(oTarget); int iAppType = GetAppearanceType(oTarget); int iFort = GetFortitudeSavingThrow(oTarget); int iReflex = GetReflexSavingThrow(oTarget); int iWill = GetWillSavingThrow(oTarget); int iLevel = GetHitDice(oTarget); int iImmortal = GetImmortal(oTarget); int iMaxHP = GetMaxHitPoints(oTarget); int iCurrentHp = GetCurrentHitPoints(oTarget); int iPlot = GetPlotFlag(oTarget); int iRace = GetRacialType(oTarget); int iPlayableRace = GetIsPlayableRacialType(oTarget); object oArms = GetItemInSlot(INVENTORY_SLOT_ARMS,oTarget); object oArrows = GetItemInSlot(INVENTORY_SLOT_ARROWS,oTarget); object oBelt = GetItemInSlot(INVENTORY_SLOT_BELT,oTarget); object oBolts = GetItemInSlot(INVENTORY_SLOT_BOLTS,oTarget); object oBoots = GetItemInSlot(INVENTORY_SLOT_BOOTS,oTarget); object oBullets = GetItemInSlot(INVENTORY_SLOT_BULLETS,oTarget); object oArmor = GetItemInSlot(INVENTORY_SLOT_CHEST,oTarget); object oCloak = GetItemInSlot(INVENTORY_SLOT_CLOAK,oTarget); object oHelm = GetItemInSlot(INVENTORY_SLOT_HEAD,oTarget); object oLeftHand = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oTarget); object oLeftRing = GetItemInSlot(INVENTORY_SLOT_LEFTRING,oTarget); object oAmulet = GetItemInSlot(INVENTORY_SLOT_NECK,oTarget); object oRightHand = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oTarget); object oRightRing = GetItemInSlot(INVENTORY_SLOT_RIGHTRING,oTarget); object oCWeapB= GetItemInSlot(INVENTORY_SLOT_CWEAPON_B,oTarget); object oCweapL = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L,oTarget); object oCWeapR = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R,oTarget); object oCArmor = GetItemInSlot(INVENTORY_SLOT_CARMOUR,oTarget); int iArcaneArcher = GetLevelByClass(CLASS_TYPE_ARCANE_ARCHER,oTarget); int iAssassin = GetLevelByClass(CLASS_TYPE_ASSASSIN,oTarget); int iBarbarian = GetLevelByClass(CLASS_TYPE_BARBARIAN,oTarget); int iBard = GetLevelByClass(CLASS_TYPE_BARD,oTarget); int iBlackGuard = GetLevelByClass(CLASS_TYPE_BLACKGUARD,oTarget); int iCleric = GetLevelByClass(CLASS_TYPE_CLERIC,oTarget); int iChampionOfTorm = GetLevelByClass(CLASS_TYPE_DIVINECHAMPION,oTarget); int iDragonDisciple = GetLevelByClass(CLASS_TYPE_DRAGONDISCIPLE,oTarget); int iDruid = GetLevelByClass(CLASS_TYPE_DRUID,oTarget); int iDwarvenDefender = GetLevelByClass(CLASS_TYPE_DWARVENDEFENDER,oTarget); int iFighter = GetLevelByClass(CLASS_TYPE_FIGHTER,oTarget); int iHarper = GetLevelByClass(CLASS_TYPE_HARPER,oTarget); int iMonk = GetLevelByClass(CLASS_TYPE_MONK,oTarget); int iPaladin = GetLevelByClass(CLASS_TYPE_PALADIN,oTarget); int iPaleMaster = GetLevelByClass(CLASS_TYPE_PALEMASTER,oTarget); int iRanger = GetLevelByClass(CLASS_TYPE_RANGER,oTarget); int iRogue = GetLevelByClass(CLASS_TYPE_ROGUE,oTarget); int iShadowDancer = GetLevelByClass(CLASS_TYPE_SHADOWDANCER,oTarget); int iShifter = GetLevelByClass(CLASS_TYPE_SHIFTER,oTarget); int iSorcerer = GetLevelByClass(CLASS_TYPE_SORCERER,oTarget); int iWeaponMaster = GetLevelByClass(CLASS_TYPE_WEAPON_MASTER,oTarget); int iWizard = GetLevelByClass(CLASS_TYPE_WIZARD,oTarget); int iArmsAC = GetItemACValue(oArms); int iBeltAC = GetItemACValue(oBelt); int iBootsAC = GetItemACValue(oBoots); int iArmorAC = GetItemACValue(oArmor); int iCloakAC = GetItemACValue(oCloak); int iHelmAC = GetItemACValue(oHelm); int iLeftHandAC = GetItemACValue(oLeftHand); int iLeftRingAC = GetItemACValue(oLeftRing); int iAmuletAC = GetItemACValue(oAmulet); int iRightHandAC = GetItemACValue(oRightHand); int iRightRingAC = GetItemACValue(oRightRing); int iItemsAC = iArmsAC + iBeltAC + iBootsAC + iArmorAC + iCloakAC + iHelmAC + iLeftHandAC + iLeftRingAC + iAmuletAC + iRightHandAC + iRightRingAC; int iLowAB = iWizard + iSorcerer + iPaleMaster; int iMedAB = iCleric + iDruid + iRogue + iBard + iMonk + iAssassin + iShadowDancer + iShifter + iDragonDisciple + iHarper; int iHighAB = iFighter + iBarbarian + iPaladin + iRanger + iArcaneArcher + iBlackGuard + iDwarvenDefender + iWeaponMaster + iChampionOfTorm; int iD4 = (iWizard + iSorcerer) * 4; int iD6 = (iBard + iRogue + iAssassin + iHarper + iPaleMaster) * 6; int iD8 = (iCleric + iDruid + iMonk + iArcaneArcher + iShifter + iShadowDancer) * 8; int iD10 = (iFighter + iPaladin + iRanger + iBlackGuard + iChampionOfTorm + iWeaponMaster) * 10; int iD12 = (iBarbarian + iDwarvenDefender) * 12; DelayCommand(1.2,(SendMessageToPC(oTarget,sGreen + "This Server Is Protected By HackKill" + sGreen + ", Scipted By The Killer"))); SetLocalInt(oModule,"SpecDmgAndRes",iSpecDmgAndRes); SetLocalInt(oModule,"ItemLevelLimit",iItemLevelLimit); SetLocalInt(oModule,"ResistLimit",iResistLimit); SetLocalInt(oModule,"ItemPropertyLimit",iItemPropertyLimit); SetLocalInt(oModule,"ABLimit",iABLimit); SetLocalInt(oModule,"ACLimit",iACLimit); SetLocalInt(oModule,"ArmorMod",iArmorMod); SetLocalInt(oModule,"DeflectMod",iDeflectMod); SetLocalInt(oModule,"DodgeMod",iDodgeMod); SetLocalInt(oModule,"NaturalMod",iNaturalMod); SetLocalInt(oModule,"ShieldMod",iShieldMod); //Remove Effects effect eEffect = GetFirstEffect(oTarget); while(GetIsEffectValid(eEffect)) { RemoveEffect(oTarget,eEffect); eEffect = GetNextEffect(oTarget); } //Heal effect eHeal = EffectHeal(GetMaxHitPoints(oTarget)); ApplyEffectToObject(DURATION_TYPE_INSTANT,eHeal,oTarget); //Ability Check int iGreatStr = 0; if(GetHasFeat(FEAT_EPIC_GREAT_STRENGTH_1,oTarget)) iGreatStr = 1; if(GetHasFeat(FEAT_EPIC_GREAT_STRENGTH_2,oTarget)) iGreatStr = 2; if(GetHasFeat(FEAT_EPIC_GREAT_STRENGTH_3,oTarget)) iGreatStr = 3; if(GetHasFeat(FEAT_EPIC_GREAT_STRENGTH_4,oTarget)) iGreatStr = 4; if(GetHasFeat(FEAT_EPIC_GREAT_STRENGTH_5,oTarget)) iGreatStr = 5; if(GetHasFeat(FEAT_EPIC_GREAT_STRENGTH_6,oTarget)) iGreatStr = 6; if(GetHasFeat(FEAT_EPIC_GREAT_STRENGTH_7,oTarget)) iGreatStr = 7; if(GetHasFeat(FEAT_EPIC_GREAT_STRENGTH_8,oTarget)) iGreatStr = 8; if(GetHasFeat(FEAT_EPIC_GREAT_STRENGTH_9,oTarget)) iGreatStr = 9; if(GetHasFeat(FEAT_EPIC_GREAT_STRENGTH_10,oTarget)) iGreatStr = 10; int iGreatDex = 0; if(GetHasFeat(FEAT_EPIC_GREAT_DEXTERITY_1,oTarget)) iGreatDex = 1; if(GetHasFeat(FEAT_EPIC_GREAT_DEXTERITY_2,oTarget)) iGreatDex = 2; if(GetHasFeat(FEAT_EPIC_GREAT_DEXTERITY_3,oTarget)) iGreatDex = 3; if(GetHasFeat(FEAT_EPIC_GREAT_DEXTERITY_4,oTarget)) iGreatDex = 4; if(GetHasFeat(FEAT_EPIC_GREAT_DEXTERITY_5,oTarget)) iGreatDex = 5; if(GetHasFeat(FEAT_EPIC_GREAT_DEXTERITY_6,oTarget)) iGreatDex = 6; if(GetHasFeat(FEAT_EPIC_GREAT_DEXTERITY_7,oTarget)) iGreatDex = 7; if(GetHasFeat(FEAT_EPIC_GREAT_DEXTERITY_8,oTarget)) iGreatDex = 8; if(GetHasFeat(FEAT_EPIC_GREAT_DEXTERITY_9,oTarget)) iGreatDex = 9; if(GetHasFeat(FEAT_EPIC_GREAT_DEXTERITY_10,oTarget)) iGreatDex = 10; int iGreatCon = 0; if(GetHasFeat(FEAT_EPIC_GREAT_CONSTITUTION_1,oTarget)) iGreatCon = 1; if(GetHasFeat(FEAT_EPIC_GREAT_CONSTITUTION_2,oTarget)) iGreatCon = 2; if(GetHasFeat(FEAT_EPIC_GREAT_CONSTITUTION_3,oTarget)) iGreatCon = 3; if(GetHasFeat(FEAT_EPIC_GREAT_CONSTITUTION_4,oTarget)) iGreatCon = 4; if(GetHasFeat(FEAT_EPIC_GREAT_CONSTITUTION_5,oTarget)) iGreatCon = 5; if(GetHasFeat(FEAT_EPIC_GREAT_CONSTITUTION_6,oTarget)) iGreatCon = 6; if(GetHasFeat(FEAT_EPIC_GREAT_CONSTITUTION_7,oTarget)) iGreatCon = 7; if(GetHasFeat(FEAT_EPIC_GREAT_CONSTITUTION_8,oTarget)) iGreatCon = 8; if(GetHasFeat(FEAT_EPIC_GREAT_CONSTITUTION_9,oTarget)) iGreatCon = 9; if(GetHasFeat(FEAT_EPIC_GREAT_CONSTITUTION_10,oTarget)) iGreatCon = 10; int iGreatWis = 0; if(GetHasFeat(FEAT_EPIC_GREAT_WISDOM_1,oTarget)) iGreatWis = 1; if(GetHasFeat(FEAT_EPIC_GREAT_WISDOM_2,oTarget)) iGreatWis = 2; if(GetHasFeat(FEAT_EPIC_GREAT_WISDOM_3,oTarget)) iGreatWis = 3; if(GetHasFeat(FEAT_EPIC_GREAT_WISDOM_4,oTarget)) iGreatWis = 4; if(GetHasFeat(FEAT_EPIC_GREAT_WISDOM_5,oTarget)) iGreatWis = 5; if(GetHasFeat(FEAT_EPIC_GREAT_WISDOM_6,oTarget)) iGreatWis = 6; if(GetHasFeat(FEAT_EPIC_GREAT_WISDOM_7,oTarget)) iGreatWis = 7; if(GetHasFeat(FEAT_EPIC_GREAT_WISDOM_8,oTarget)) iGreatWis = 8; if(GetHasFeat(FEAT_EPIC_GREAT_WISDOM_9,oTarget)) iGreatWis = 9; if(GetHasFeat(FEAT_EPIC_GREAT_WISDOM_10,oTarget)) iGreatWis = 10; int iGreatInt = 0; if(GetHasFeat(FEAT_EPIC_GREAT_INTELLIGENCE_1,oTarget)) iGreatInt = 1; if(GetHasFeat(FEAT_EPIC_GREAT_INTELLIGENCE_2,oTarget)) iGreatInt = 2; if(GetHasFeat(FEAT_EPIC_GREAT_INTELLIGENCE_3,oTarget)) iGreatInt = 3; if(GetHasFeat(FEAT_EPIC_GREAT_INTELLIGENCE_4,oTarget)) iGreatInt = 4; if(GetHasFeat(FEAT_EPIC_GREAT_INTELLIGENCE_5,oTarget)) iGreatInt = 5; if(GetHasFeat(FEAT_EPIC_GREAT_INTELLIGENCE_6,oTarget)) iGreatInt = 6; if(GetHasFeat(FEAT_EPIC_GREAT_INTELLIGENCE_7,oTarget)) iGreatInt = 7; if(GetHasFeat(FEAT_EPIC_GREAT_INTELLIGENCE_8,oTarget)) iGreatInt = 8; if(GetHasFeat(FEAT_EPIC_GREAT_INTELLIGENCE_9,oTarget)) iGreatInt = 9; if(GetHasFeat(FEAT_EPIC_GREAT_INTELLIGENCE_10,oTarget)) iGreatInt = 10; int iGreatCha = 0; if(GetHasFeat(FEAT_EPIC_GREAT_CHARISMA_1,oTarget)) iGreatCha = 1; if(GetHasFeat(FEAT_EPIC_GREAT_CHARISMA_2,oTarget)) iGreatCha = 2; if(GetHasFeat(FEAT_EPIC_GREAT_CHARISMA_3,oTarget)) iGreatCha = 3; if(GetHasFeat(FEAT_EPIC_GREAT_CHARISMA_4,oTarget)) iGreatCha = 4; if(GetHasFeat(FEAT_EPIC_GREAT_CHARISMA_5,oTarget)) iGreatCha = 5; if(GetHasFeat(FEAT_EPIC_GREAT_CHARISMA_6,oTarget)) iGreatCha = 6; if(GetHasFeat(FEAT_EPIC_GREAT_CHARISMA_7,oTarget)) iGreatCha = 7; if(GetHasFeat(FEAT_EPIC_GREAT_CHARISMA_8,oTarget)) iGreatCha = 8; if(GetHasFeat(FEAT_EPIC_GREAT_CHARISMA_9,oTarget)) iGreatCha = 9; if(GetHasFeat(FEAT_EPIC_GREAT_CHARISMA_10,oTarget)) iGreatCha = 10; int iStrItems = CheckAbilityBonusOnItems(oTarget,ABILITY_STRENGTH); int iDexItems = CheckAbilityBonusOnItems(oTarget,ABILITY_DEXTERITY); int iConItems = CheckAbilityBonusOnItems(oTarget,ABILITY_CONSTITUTION); int iWisItems = CheckAbilityBonusOnItems(oTarget,ABILITY_WISDOM); int iIntItems = CheckAbilityBonusOnItems(oTarget,ABILITY_INTELLIGENCE); int iChaItems = CheckAbilityBonusOnItems(oTarget,ABILITY_CHARISMA); int iRDDStr = 0; if((iDragonDisciple >= 2) && (iDragonDisciple < 4)) iRDDStr = 2; if((iDragonDisciple >= 4) && (iDragonDisciple < 10)) iRDDStr = 4; if(iDragonDisciple >= 10) iRDDStr = 8; int iRDDCon = 0; if(iDragonDisciple >= 7) iRDDCon = 2; int iRDDInt = 0; if(iDragonDisciple >= 9) iRDDInt = 2; int iRDDCha = 0; if(iDragonDisciple >= 10) iRDDCha = 2; int iBaseStr = iCurStr - iGreatStr - iStrItems - iRDDStr; int iBaseDex = iCurDex - iGreatDex - iDexItems; int iBaseCon = iCurCon - iGreatCon - iConItems - iRDDCon; int iBaseWis = iCurWis - iGreatWis - iWisItems; int iBaseInt = iCurInt - iGreatInt - iIntItems - iRDDInt; int iBaseCha = iCurCha - iGreatCha - iChaItems - iRDDCha; int iStr = iBaseStr + iGreatStr + iStrItems + iRDDStr; int iDex = iBaseDex + iGreatDex + iDexItems; int iCon = iBaseCon + iGreatCon + iConItems + iRDDCon; int iWis = iBaseWis + iGreatWis + iWisItems; int iInt = iBaseInt + iGreatInt + iIntItems + iRDDInt; int iCha = iBaseCha + iGreatCha + iChaItems + iRDDCha; //AC Check int iHaste = 0; if(CheckHasted(oTarget)) iHaste = 4; int iDragonAC = 0; if((iDragonDisciple >= 1) && (iDragonDisciple < 5)) iDragonAC = 1; if((iDragonDisciple >= 5) && (iDragonDisciple < 8)) iDragonAC = 2; if((iDragonDisciple >= 8) && (iDragonDisciple < 10)) iDragonAC = 3; if(iDragonDisciple >= 10) iDragonAC = ((iDragonDisciple - 10) / 5) + 4; int iPaleMasterAC = 0; if(iPaleMaster > 0) iPaleMasterAC = (((iPaleMaster / 4) * 2) + 2); int iMonkAC = 0; if(iMonk > 0) iMonkAC += (iMonk / 5); if((iMonk > 0) && (iWisMod >= 0)) iMonkAC += iWisMod; if(iMonkAC < 0) iMonkAC = 0; int iArmorSkin = 0; if(GetHasFeat(FEAT_EPIC_ARMOR_SKIN,oTarget)) iArmorSkin = 2; int iTumbleAC; int iTumbleSkillFocus = 0; if(GetHasFeat(FEAT_SKILL_FOCUS_TUMBLE)) iTumbleSkillFocus += 3; if(GetHasFeat(FEAT_EPIC_SKILL_FOCUS_TUMBLE)) iTumbleSkillFocus += 10; int iSkillPenalty = CheckArmorPenalty(oArmor) + CheckShieldPenalty(oLeftHand)+ CheckShieldPenalty(oRightHand); int iTumbleItems = CheckSkillBonusOnItems(oTarget,SKILL_TUMBLE); if(GetHasSkill(SKILL_TUMBLE,oTarget)) iTumbleAC = ((iTumble + iSkillPenalty) - iDexMod - iTumbleSkillFocus - iTumbleItems) / 5; if(iTumbleAC < 0) iTumbleAC = 0; int iAC = 10 + iDexMod + iHaste + iItemsAC + iArmorSkin + iPaleMasterAC + iDragonAC + iMonkAC + iTumbleAC; //HP Check int iToughness = 0; if(GetHasFeat(FEAT_TOUGHNESS,oTarget)) iToughness = iLevel; int iEpicToughness = 0; if(GetHasFeat(FEAT_EPIC_TOUGHNESS_1,oTarget)) iEpicToughness = 20; if(GetHasFeat(FEAT_EPIC_TOUGHNESS_2,oTarget)) iEpicToughness = 40; if(GetHasFeat(FEAT_EPIC_TOUGHNESS_3,oTarget)) iEpicToughness = 60; if(GetHasFeat(FEAT_EPIC_TOUGHNESS_4,oTarget)) iEpicToughness = 80; if(GetHasFeat(FEAT_EPIC_TOUGHNESS_5,oTarget)) iEpicToughness = 100; if(GetHasFeat(FEAT_EPIC_TOUGHNESS_6,oTarget)) iEpicToughness = 120; if(GetHasFeat(FEAT_EPIC_TOUGHNESS_7,oTarget)) iEpicToughness = 140; if(GetHasFeat(FEAT_EPIC_TOUGHNESS_8,oTarget)) iEpicToughness = 160; if(GetHasFeat(FEAT_EPIC_TOUGHNESS_9,oTarget)) iEpicToughness = 180; if(GetHasFeat(FEAT_EPIC_TOUGHNESS_10,oTarget)) iEpicToughness = 200; int iPaleMasterHP = 0; if ((iPaleMaster >= 5) && (iPaleMaster < 20)) iPaleMasterHP = (iPaleMaster - 5) * 3; if (iPaleMaster >= 20) iPaleMasterHP = (15 * 3) + (((iPaleMaster - 20) / 5) * 5); int iRedDragonHP = 0; if((iDragonDisciple > 4) && (iDragonDisciple <= 6)) iRedDragonHP = (4*6) + ((iDragonDisciple - 4) * 8); if((iDragonDisciple > 6) && (iDragonDisciple <= 10)) iRedDragonHP = (4*6) + (2*8) + ((iDragonDisciple - 6) * 10); if(iDragonDisciple > 10) iRedDragonHP = (4*6) + (2*8) + (4*10) + ((iDragonDisciple - 10) * 12); int iHP = iD4 + iD6 + iD8 + iD10 + iD12 + iRedDragonHP + iPaleMasterHP + (iConMod * iLevel) + iToughness + iEpicToughness; int iAB = FloatToInt((iLowAB * 0.5) + (iMedAB * 0.75) + iHighAB); RestoreBaseAttackBonus(oTarget); if(iCurStr > iStr) SendMsgAndBoot(oTarget,"Invalid Strength","Strength: " + IntToString(iCurStr) + " Calculated Strength: " + IntToString(iStr)); if(iCurDex > iDex) SendMsgAndBoot(oTarget,"Invalid Dexterity","Dexterity: " + IntToString(iCurDex) + " Calculated Dexterity: " + IntToString(iDex)); if(iCurCon > iCon) SendMsgAndBoot(oTarget,"Invalid Constitution","Constitution: " + IntToString(iCurCon) + " Calculated Constitution: " + IntToString(iCon)); if(iCurWis > iWis) SendMsgAndBoot(oTarget,"Invalid Wisdom","Wisdom: " + IntToString(iCurWis) + " Calculated Wisdom: " + IntToString(iWis)); if(iCurInt > iInt) SendMsgAndBoot(oTarget,"Invalid Intelligence","Intelligence: " + IntToString(iCurInt) + " Calculated Intelligence: " + IntToString(iInt)); if(iCurCha > iCha) SendMsgAndBoot(oTarget,"Invalid Charisma","Charisma: " + IntToString(iCurCha) + " Calculated Charisma: " + IntToString(iCha)); if(iMaxHP > iHP) SendMsgAndBoot(oTarget,"Invalid Hit Points","Hit Points: " + IntToString(iMaxHP) + " Calculated Hit Points: " + IntToString(iHP)); if(GetHasFeat(FEAT_EPIC_DODGE,oTarget) == TRUE) SendMsgAndBoot(oTarget,"Epic Dodge Feat Found"); if(iPlot == TRUE) SendMsgAndBoot(oTarget,"Character Is Plotted","Plot"); if(iImmortal == TRUE) SendMsgAndBoot(oTarget,"Character Is Immortal","Immortal"); if(iLevel > 40) SendMsgAndBoot(oTarget,"Level Over 40","Level: " + IntToString(iLevel)); if((iBaseAttack > iAB) || (iBaseAttack < 0)|| (iBaseAttack > 30)) SendMsgAndBoot(oTarget,"Invalid Attack Bonus","AB: " + IntToString(iBaseAttack) + " Calculated AB: " + IntToString(iAB)); if(iCurAC > iAC) SendMsgAndBoot(oTarget,"Invalid Armor Class","AC: " + IntToString(iCurAC) + " Calculated AC: " + IntToString(iAC) + " Dexterity Modifier: " + IntToString(iDexMod) + " RDD AC: " + IntToString(iDragonAC) + " Tumble: " + IntToString(iTumble) + " Tumble AC: " + IntToString(iTumbleAC) + " Pale Master AC: " + IntToString(iPaleMasterAC) + " Wisdom Modifier: " + IntToString(iWisMod) + " Items AC: " + IntToString(iItemsAC)); if(iPlayableRace == FALSE) SendMsgAndBoot(oTarget,"Invalid Race"); if(iAppType == APPEARANCE_TYPE_INVALID) SendMsgAndBoot(oTarget,"Invalid Appearance"); //Item Check if(oCWeapB != OBJECT_INVALID) DestroyObject(oCWeapB); if(oCweapL != OBJECT_INVALID) DestroyObject(oCweapL); if(oCWeapR != OBJECT_INVALID) DestroyObject(oCWeapR); if(oCArmor != OBJECT_INVALID) DestroyObject(oCArmor); CheckItem(oArms,iSpecDmgAndRes,iResistLimit,iItemLevelLimit,iABLimit,iItemPropertyLimit,iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod); CheckItem(oArrows,iSpecDmgAndRes,iResistLimit,iItemLevelLimit,iABLimit,iItemPropertyLimit,iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod); CheckItem(oBelt,iSpecDmgAndRes,iResistLimit,iItemLevelLimit,iABLimit,iItemPropertyLimit,iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod); CheckItem(oBolts,iSpecDmgAndRes,iResistLimit,iItemLevelLimit,iABLimit,iItemPropertyLimit,iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod); CheckItem(oBoots,iSpecDmgAndRes,iResistLimit,iItemLevelLimit,iABLimit,iItemPropertyLimit,iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod); CheckItem(oBullets,iSpecDmgAndRes,iResistLimit,iItemLevelLimit,iABLimit,iItemPropertyLimit,iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod); CheckItem(oArmor,iSpecDmgAndRes,iResistLimit,iItemLevelLimit,iABLimit,iItemPropertyLimit,iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod); CheckItem(oCloak,iSpecDmgAndRes,iResistLimit,iItemLevelLimit,iABLimit,iItemPropertyLimit,iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod); CheckItem(oHelm,iSpecDmgAndRes,iResistLimit,iItemLevelLimit,iABLimit,iItemPropertyLimit,iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod); CheckItem(oLeftHand,iSpecDmgAndRes,iResistLimit,iItemLevelLimit,iABLimit,iItemPropertyLimit,iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod); CheckItem(oLeftRing,iSpecDmgAndRes,iResistLimit,iItemLevelLimit,iABLimit,iItemPropertyLimit,iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod); CheckItem(oAmulet,iSpecDmgAndRes,iResistLimit,iItemLevelLimit,iABLimit,iItemPropertyLimit,iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod); CheckItem(oRightHand,iSpecDmgAndRes,iResistLimit,iItemLevelLimit,iABLimit,iItemPropertyLimit,iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod); CheckItem(oRightRing,iSpecDmgAndRes,iResistLimit,iItemLevelLimit,iABLimit,iItemPropertyLimit,iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod); CheckInvItems(oTarget,GetFirstItemInInventory(oTarget),iSpecDmgAndRes,iResistLimit,iItemLevelLimit,iABLimit,iItemPropertyLimit,iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod); } } NCS V1.0BY b8f<**+ #        %6! %9" %<# %?$ %B% %E& %H' %K( %N) %Q* %T+ %W, %Z- %]. %`/ %c0 %f1 %i2 %l3 %o4 %r5 %u6 %x7 %{8 %~9 %: %; %< %= %> %? %@ %A %B %C %D %E %F %G %H %I %J %K %L %M %N %O %P %Q %R %S %T %U %V %W %X %Y %Z %[ %\ %] %^ %_ %` %a %b %c %d %e %f %g % h % i %j %k %l %m %n %o %"p %%q %(r %+s %.t %1u %4v %7w %:x %=y %@z %C{ %F| %I} %L~ %O %R %U %X %[ %^ %a %d %g %j %m %p %s %v %y %| % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % % %  %  % % % % % % %! %$ %' %* %- %0 %3 %6 %9 %< %? %B %E %H %K %N %Q %T %W %Z %] %` %c %f %i %l %o %r %u %x %{ %~ % % % % % % % % % % % % % % % % % % % % % % % % % % % % !!#$h%O&6'()*+,-.n/U0<1#2 345678t9[:B;)<=>?@ABzCaDHE/FGHIJKLMgNNO5PQRSTUVWmXTY;Z"[ ]^_`atb[cBd)efghijkzlamHn/op q r s t u v gw Nx 5y z { | } ~   m T ; "       s Z A (       y ` G .        f M 4  lS:!rY@'x_F-~eL3kR9 qX?& w^E,}dK2jQ8 LastItem6 SpecDmgAndRes3ItemLevelLimit3 ResistLimit3ItemPropertyLimit3ABLimit3ArmorMod3 DeflectMod3DodgeMod3 NaturalMod3 ShieldMod3 *'(  TT'( * iLastItem:,(4'hackkill_items >L       N  P    8  4    9  89 : ;          ! " $ + - 0 R C        QK 8 9 : ;    T          + - . & $ # G          <    1 2   % 5 6 N . 0 M H F  O 7  c      &Ug0 R    9    89 : ;;     dc f F b   ~ba0 R  !b 5         !b         !b             !b Z8 9  :  ;             {b8 %9 %: %; % % % % %>noXp/qa$e   & x N  "4- "- 8  9  "p- "<- " "i -a:S*7Tt')  %f %j %n %r %v %z %~ % % % % % % % % % % % % % % % % % % % % % % % % %! %" %# %$ %% %& %' %( %  dz#(`.F:,L,au0@Pv$\_B(А  qB@O\rjXw@>$! $'@*-03@n6T9:=  @@ s'The Item#'# '##'#' #'##Was Destroyed By Server Protections#v The Item # Possessed By ##(## ) Was Removed#0 //Scripted By The Killer AKA The Scripter #include "HackKill" void main() { object oTarget = OBJECT_SELF; object oModule = GetModule(); object oItem = GetLocalObject(oTarget,"LastItem"); int iSpecDmgAndRes = GetLocalInt(oModule,"SpecDmgAndRes"); int iItemLevelLimit = GetLocalInt(oModule,"ItemLevelLimit"); int iResistLimit = GetLocalInt(oModule,"ResistLimit"); int iItemPropertyLimit = GetLocalInt(oModule,"ItemPropertyLimit"); int iABLimit = GetLocalInt(oModule,"ABLimit"); int iArmorMod = GetLocalInt(oModule,"ArmorMod"); int iDeflectMod = GetLocalInt(oModule,"DeflectMod"); int iDodgeMod = GetLocalInt(oModule,"DodgeMod"); int iNaturalMod = GetLocalInt(oModule,"NaturalMod"); int iShieldMod = GetLocalInt(oModule,"ShieldMod"); CheckInvItems(oTarget,oItem,iSpecDmgAndRes,iResistLimit,iItemLevelLimit,iABLimit,iItemPropertyLimit,iArmorMod,iDeflectMod,iDodgeMod,iNaturalMod,iShieldMod); }