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nwscript.nss
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6321 lines (5318 loc) · 254 KB
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////////////////////////////////////////////////////////
//
// NWScript
//
// The list of actions and pre-defined constants.
//
// (c) BioWare Corp, 1999
//
////////////////////////////////////////////////////////
#define ENGINE_NUM_STRUCTURES 4
#define ENGINE_STRUCTURE_0 effect
#define ENGINE_STRUCTURE_1 event
#define ENGINE_STRUCTURE_2 location
#define ENGINE_STRUCTURE_3 talent
// Constants
int NUM_INVENTORY_SLOTS = 20;
int TRUE = 1;
int FALSE = 0;
float DIRECTION_EAST = 0.0;
float DIRECTION_NORTH = 90.0;
float DIRECTION_WEST = 180.0;
float DIRECTION_SOUTH = 270.0;
float PI = 3.141592;
int ATTITUDE_NEUTRAL = 0;
int ATTITUDE_AGGRESSIVE = 1;
int ATTITUDE_DEFENSIVE = 2;
int ATTITUDE_SPECIAL = 3;
int TALKVOLUME_TALK = 0;
int TALKVOLUME_WHISPER = 1;
int TALKVOLUME_SHOUT = 2;
int TALKVOLUME_SILENT_TALK = 3;
int TALKVOLUME_SILENT_SHOUT = 4;
int INVENTORY_SLOT_HEAD = 0;
int INVENTORY_SLOT_BODY = 1;
int INVENTORY_SLOT_HANDS = 3;
int INVENTORY_SLOT_RIGHTWEAPON = 4;
int INVENTORY_SLOT_LEFTWEAPON = 5;
int INVENTORY_SLOT_LEFTARM = 7;
int INVENTORY_SLOT_RIGHTARM = 8;
int INVENTORY_SLOT_IMPLANT = 9;
int INVENTORY_SLOT_BELT = 10;
int INVENTORY_SLOT_CWEAPON_L = 14;
int INVENTORY_SLOT_CWEAPON_R = 15;
int INVENTORY_SLOT_CWEAPON_B = 16;
int INVENTORY_SLOT_CARMOUR = 17;
int INVENTORY_SLOT_RIGHTWEAPON2= 18;
int INVENTORY_SLOT_LEFTWEAPON2 = 19;
//Effect type constants
int DURATION_TYPE_INSTANT = 0;
int DURATION_TYPE_TEMPORARY = 1;
int DURATION_TYPE_PERMANENT = 2;
int SUBTYPE_MAGICAL = 8;
int SUBTYPE_SUPERNATURAL = 16;
int SUBTYPE_EXTRAORDINARY = 24;
int ABILITY_STRENGTH = 0; // should be the same as in nwseffectlist.cpp
int ABILITY_DEXTERITY = 1;
int ABILITY_CONSTITUTION = 2;
int ABILITY_INTELLIGENCE = 3;
int ABILITY_WISDOM = 4;
int ABILITY_CHARISMA = 5;
int SHAPE_SPELLCYLINDER = 0;
int SHAPE_CONE = 1;
int SHAPE_CUBE = 2;
int SHAPE_SPELLCONE = 3;
int SHAPE_SPHERE = 4;
int OBJECT_TYPE_CREATURE = 1;
int OBJECT_TYPE_ITEM = 2;
int OBJECT_TYPE_TRIGGER = 4;
int OBJECT_TYPE_DOOR = 8;
int OBJECT_TYPE_AREA_OF_EFFECT = 16;
int OBJECT_TYPE_WAYPOINT = 32;
int OBJECT_TYPE_PLACEABLE = 64;
int OBJECT_TYPE_STORE = 128;
int OBJECT_TYPE_ENCOUNTER = 256;
int OBJECT_TYPE_SOUND = 512;
int OBJECT_TYPE_ALL = 32767;
int OBJECT_TYPE_INVALID = 32767;
int GENDER_MALE = 0;
int GENDER_FEMALE = 1;
int GENDER_BOTH = 2;
int GENDER_OTHER = 3;
int GENDER_NONE = 4;
int DAMAGE_TYPE_BLUDGEONING = 1;
int DAMAGE_TYPE_PIERCING = 2;
int DAMAGE_TYPE_SLASHING = 4;
int DAMAGE_TYPE_UNIVERSAL = 8;
int DAMAGE_TYPE_ACID = 16;
int DAMAGE_TYPE_COLD = 32;
int DAMAGE_TYPE_LIGHT_SIDE = 64;
int DAMAGE_TYPE_ELECTRICAL = 128;
int DAMAGE_TYPE_FIRE = 256;
int DAMAGE_TYPE_DARK_SIDE = 512;
int DAMAGE_TYPE_SONIC = 1024;
int DAMAGE_TYPE_ION = 2048;
int DAMAGE_TYPE_BLASTER = 4096;
// Special versus flag just for AC effects
int AC_VS_DAMAGE_TYPE_ALL = 8199;
int DAMAGE_BONUS_1 = 1;
int DAMAGE_BONUS_2 = 2;
int DAMAGE_BONUS_3 = 3;
int DAMAGE_BONUS_4 = 4;
int DAMAGE_BONUS_5 = 5;
int DAMAGE_BONUS_1d4 = 6;
int DAMAGE_BONUS_1d6 = 7;
int DAMAGE_BONUS_1d8 = 8;
int DAMAGE_BONUS_1d10 = 9;
int DAMAGE_BONUS_2d6 = 10;
int DAMAGE_POWER_NORMAL = 0;
int DAMAGE_POWER_PLUS_ONE = 1;
int DAMAGE_POWER_PLUS_TWO = 2;
int DAMAGE_POWER_PLUS_THREE = 3;
int DAMAGE_POWER_PLUS_FOUR = 4;
int DAMAGE_POWER_PLUS_FIVE = 5;
int DAMAGE_POWER_ENERGY = 6;
int ATTACK_BONUS_MISC = 0;
int ATTACK_BONUS_ONHAND = 1;
int ATTACK_BONUS_OFFHAND = 2;
int AC_DODGE_BONUS = 0;
int AC_NATURAL_BONUS = 1;
int AC_ARMOUR_ENCHANTMENT_BONUS = 2;
int AC_SHIELD_ENCHANTMENT_BONUS = 3;
int AC_DEFLECTION_BONUS = 4;
int DOOR_ACTION_OPEN = 0;
int DOOR_ACTION_UNLOCK = 1;
int DOOR_ACTION_BASH = 2;
int DOOR_ACTION_IGNORE = 3;
int DOOR_ACTION_KNOCK = 4;
int PLACEABLE_ACTION_USE = 0;
int PLACEABLE_ACTION_UNLOCK = 1;
int PLACEABLE_ACTION_BASH = 2;
int PLACEABLE_ACTION_KNOCK = 4;
int RACIAL_TYPE_UNKNOWN = 0;
int RACIAL_TYPE_ELF = 1;
int RACIAL_TYPE_GNOME = 2;
int RACIAL_TYPE_HALFLING = 3;
int RACIAL_TYPE_HALFELF = 4;
int RACIAL_TYPE_DROID = 5;
int RACIAL_TYPE_HUMAN = 6;
int RACIAL_TYPE_ALL = 7;
int RACIAL_TYPE_INVALID = 8;
int ALIGNMENT_ALL = 0;
int ALIGNMENT_NEUTRAL = 1;
int ALIGNMENT_LIGHT_SIDE = 2;
int ALIGNMENT_DARK_SIDE = 3;
int SAVING_THROW_ALL = 0;
int SAVING_THROW_FORT = 1;
int SAVING_THROW_REFLEX = 2;
int SAVING_THROW_WILL = 3;
int SAVING_THROW_TYPE_ALL = 0;
int SAVING_THROW_TYPE_NONE = 0;
int SAVING_THROW_TYPE_ACID = 1;
int SAVING_THROW_TYPE_SNEAK_ATTACK = 2;
int SAVING_THROW_TYPE_COLD = 3;
int SAVING_THROW_TYPE_DEATH = 4;
int SAVING_THROW_TYPE_DISEASE = 5;
int SAVING_THROW_TYPE_LIGHT_SIDE = 6;
int SAVING_THROW_TYPE_ELECTRICAL = 7;
int SAVING_THROW_TYPE_FEAR = 8;
int SAVING_THROW_TYPE_FIRE = 9;
int SAVING_THROW_TYPE_MIND_AFFECTING = 10;
int SAVING_THROW_TYPE_DARK_SIDE = 11;
int SAVING_THROW_TYPE_POISON = 12;
int SAVING_THROW_TYPE_SONIC = 13;
int SAVING_THROW_TYPE_TRAP = 14;
int SAVING_THROW_TYPE_FORCE_POWER = 15;
int SAVING_THROW_TYPE_ION = 16;
int SAVING_THROW_TYPE_BLASTER = 17;
int SAVING_THROW_TYPE_PARALYSIS = 18;
int IMMUNITY_TYPE_NONE = 0;
int IMMUNITY_TYPE_MIND_SPELLS = 1;
int IMMUNITY_TYPE_POISON = 2;
int IMMUNITY_TYPE_DISEASE = 3;
int IMMUNITY_TYPE_FEAR = 4;
int IMMUNITY_TYPE_TRAP = 5;
int IMMUNITY_TYPE_PARALYSIS = 6;
int IMMUNITY_TYPE_BLINDNESS = 7;
int IMMUNITY_TYPE_DEAFNESS = 8;
int IMMUNITY_TYPE_SLOW = 9;
int IMMUNITY_TYPE_ENTANGLE = 10;
int IMMUNITY_TYPE_SILENCE = 11;
int IMMUNITY_TYPE_STUN = 12;
int IMMUNITY_TYPE_SLEEP = 13;
int IMMUNITY_TYPE_CHARM = 14;
int IMMUNITY_TYPE_DOMINATE = 15;
int IMMUNITY_TYPE_CONFUSED = 16;
int IMMUNITY_TYPE_CURSED = 17;
int IMMUNITY_TYPE_DAZED = 18;
int IMMUNITY_TYPE_ABILITY_DECREASE = 19;
int IMMUNITY_TYPE_ATTACK_DECREASE = 20;
int IMMUNITY_TYPE_DAMAGE_DECREASE = 21;
int IMMUNITY_TYPE_DAMAGE_IMMUNITY_DECREASE = 22;
int IMMUNITY_TYPE_AC_DECREASE = 23;
int IMMUNITY_TYPE_MOVEMENT_SPEED_DECREASE = 24;
int IMMUNITY_TYPE_SAVING_THROW_DECREASE = 25;
int IMMUNITY_TYPE_FORCE_RESISTANCE_DECREASE = 26;
int IMMUNITY_TYPE_SKILL_DECREASE = 27;
int IMMUNITY_TYPE_KNOCKDOWN = 28;
int IMMUNITY_TYPE_NEGATIVE_LEVEL = 29;
int IMMUNITY_TYPE_SNEAK_ATTACK = 30;
int IMMUNITY_TYPE_CRITICAL_HIT = 31;
int IMMUNITY_TYPE_DEATH = 32;
int IMMUNITY_TYPE_DROID_CONFUSED = 33;
int AREA_TRANSITION_RANDOM = 0;
int AREA_TRANSITION_USER_DEFINED = 1;
int AREA_TRANSITION_CITY_01 = 2;
int AREA_TRANSITION_CITY_02 = 3;
int AREA_TRANSITION_CITY_03 = 4;
int AREA_TRANSITION_CITY_04 = 5;
int AREA_TRANSITION_CITY_05 = 6;
int AREA_TRANSITION_CRYPT_01 = 7;
int AREA_TRANSITION_CRYPT_02 = 8;
int AREA_TRANSITION_CRYPT_03 = 9;
int AREA_TRANSITION_CRYPT_04 = 10;
int AREA_TRANSITION_CRYPT_05 = 11;
int AREA_TRANSITION_DUNGEON_01 = 12;
int AREA_TRANSITION_DUNGEON_02 = 13;
int AREA_TRANSITION_DUNGEON_03 = 14;
int AREA_TRANSITION_DUNGEON_04 = 15;
int AREA_TRANSITION_DUNGEON_05 = 16;
int AREA_TRANSITION_DUNGEON_06 = 17;
int AREA_TRANSITION_DUNGEON_07 = 18;
int AREA_TRANSITION_DUNGEON_08 = 19;
int AREA_TRANSITION_MINES_01 = 20;
int AREA_TRANSITION_MINES_02 = 21;
int AREA_TRANSITION_MINES_03 = 22;
int AREA_TRANSITION_MINES_04 = 23;
int AREA_TRANSITION_MINES_05 = 24;
int AREA_TRANSITION_MINES_06 = 25;
int AREA_TRANSITION_MINES_07 = 26;
int AREA_TRANSITION_MINES_08 = 27;
int AREA_TRANSITION_MINES_09 = 28;
int AREA_TRANSITION_SEWER_01 = 29;
int AREA_TRANSITION_SEWER_02 = 30;
int AREA_TRANSITION_SEWER_03 = 31;
int AREA_TRANSITION_SEWER_04 = 32;
int AREA_TRANSITION_SEWER_05 = 33;
int AREA_TRANSITION_CASTLE_01 = 34;
int AREA_TRANSITION_CASTLE_02 = 35;
int AREA_TRANSITION_CASTLE_03 = 36;
int AREA_TRANSITION_CASTLE_04 = 37;
int AREA_TRANSITION_CASTLE_05 = 38;
int AREA_TRANSITION_CASTLE_06 = 39;
int AREA_TRANSITION_CASTLE_07 = 40;
int AREA_TRANSITION_CASTLE_08 = 41;
int AREA_TRANSITION_INTERIOR_01 = 42;
int AREA_TRANSITION_INTERIOR_02 = 43;
int AREA_TRANSITION_INTERIOR_03 = 44;
int AREA_TRANSITION_INTERIOR_04 = 45;
int AREA_TRANSITION_INTERIOR_05 = 46;
int AREA_TRANSITION_INTERIOR_06 = 47;
int AREA_TRANSITION_INTERIOR_07 = 48;
int AREA_TRANSITION_INTERIOR_08 = 49;
int AREA_TRANSITION_INTERIOR_09 = 50;
int AREA_TRANSITION_INTERIOR_10 = 51;
int AREA_TRANSITION_INTERIOR_11 = 52;
int AREA_TRANSITION_INTERIOR_12 = 53;
int AREA_TRANSITION_INTERIOR_13 = 54;
int AREA_TRANSITION_INTERIOR_14 = 55;
int AREA_TRANSITION_INTERIOR_15 = 56;
int AREA_TRANSITION_INTERIOR_16 = 57;
int AREA_TRANSITION_FOREST_01 = 58;
int AREA_TRANSITION_FOREST_02 = 59;
int AREA_TRANSITION_FOREST_03 = 60;
int AREA_TRANSITION_FOREST_04 = 61;
int AREA_TRANSITION_FOREST_05 = 62;
int AREA_TRANSITION_RURAL_01 = 63;
int AREA_TRANSITION_RURAL_02 = 64;
int AREA_TRANSITION_RURAL_03 = 65;
int AREA_TRANSITION_RURAL_04 = 66;
int AREA_TRANSITION_RURAL_05 = 67;
// Legacy area-transition constants. Do not delete these.
int AREA_TRANSITION_CITY = 2;
int AREA_TRANSITION_CRYPT = 7;
int AREA_TRANSITION_FOREST = 58;
int AREA_TRANSITION_RURAL = 63;
// NOTE: BODY_NODE_HAND should be used to attach to the 'handconjure' node.
int BODY_NODE_HAND = 0;
int BODY_NODE_CHEST = 1;
int BODY_NODE_HEAD = 2;
// NOTE: BODY_NODE_HAND_* should be used to attach specifically to either the left or right hand. The
// nodes used with be 'lhand' and 'rhand'.
int BODY_NODE_HAND_LEFT = 3;
int BODY_NODE_HAND_RIGHT = 4;
float RADIUS_SIZE_SMALL = 1.67f;
float RADIUS_SIZE_MEDIUM = 3.33f;
float RADIUS_SIZE_LARGE = 5.0f;
float RADIUS_SIZE_HUGE = 6.67f;
float RADIUS_SIZE_GARGANTUAN = 8.33f;
float RADIUS_SIZE_COLOSSAL = 10.0f;
// these are magic numbers. they should correspond to the values layed out in ExecuteCommandGetEffectType
int EFFECT_TYPE_INVALIDEFFECT = 0;
int EFFECT_TYPE_DAMAGE_RESISTANCE = 1;
//int EFFECT_TYPE_ABILITY_BONUS = 2;
int EFFECT_TYPE_REGENERATE = 3;
//int EFFECT_TYPE_SAVING_THROW_BONUS = 4;
//int EFFECT_TYPE_MODIFY_AC = 5;
//int EFFECT_TYPE_ATTACK_BONUS = 6;
int EFFECT_TYPE_DAMAGE_REDUCTION = 7;
//int EFFECT_TYPE_DAMAGE_BONUS = 8;
int EFFECT_TYPE_TEMPORARY_HITPOINTS = 9;
//int EFFECT_TYPE_DAMAGE_IMMUNITY = 10;
int EFFECT_TYPE_ENTANGLE = 11;
int EFFECT_TYPE_INVULNERABLE = 12;
int EFFECT_TYPE_DEAF = 13;
int EFFECT_TYPE_RESURRECTION = 14;
int EFFECT_TYPE_IMMUNITY = 15;
//int EFFECT_TYPE_BLIND = 16;
int EFFECT_TYPE_ENEMY_ATTACK_BONUS = 17;
int EFFECT_TYPE_ARCANE_SPELL_FAILURE = 18;
//int EFFECT_TYPE_MOVEMENT_SPEED = 19;
int EFFECT_TYPE_AREA_OF_EFFECT = 20;
int EFFECT_TYPE_BEAM = 21;
//int EFFECT_TYPE_FORCE_RESISTANCE = 22;
int EFFECT_TYPE_CHARMED = 23;
int EFFECT_TYPE_CONFUSED = 24;
int EFFECT_TYPE_FRIGHTENED = 25;
int EFFECT_TYPE_DOMINATED = 26;
int EFFECT_TYPE_PARALYZE = 27;
int EFFECT_TYPE_DAZED = 28;
int EFFECT_TYPE_STUNNED = 29;
int EFFECT_TYPE_SLEEP = 30;
int EFFECT_TYPE_POISON = 31;
int EFFECT_TYPE_DISEASE = 32;
int EFFECT_TYPE_CURSE = 33;
int EFFECT_TYPE_SILENCE = 34;
int EFFECT_TYPE_TURNED = 35;
int EFFECT_TYPE_HASTE = 36;
int EFFECT_TYPE_SLOW = 37;
int EFFECT_TYPE_ABILITY_INCREASE = 38;
int EFFECT_TYPE_ABILITY_DECREASE = 39;
int EFFECT_TYPE_ATTACK_INCREASE = 40;
int EFFECT_TYPE_ATTACK_DECREASE = 41;
int EFFECT_TYPE_DAMAGE_INCREASE = 42;
int EFFECT_TYPE_DAMAGE_DECREASE = 43;
int EFFECT_TYPE_DAMAGE_IMMUNITY_INCREASE = 44;
int EFFECT_TYPE_DAMAGE_IMMUNITY_DECREASE = 45;
int EFFECT_TYPE_AC_INCREASE = 46;
int EFFECT_TYPE_AC_DECREASE = 47;
int EFFECT_TYPE_MOVEMENT_SPEED_INCREASE = 48;
int EFFECT_TYPE_MOVEMENT_SPEED_DECREASE = 49;
int EFFECT_TYPE_SAVING_THROW_INCREASE = 50;
int EFFECT_TYPE_SAVING_THROW_DECREASE = 51;
int EFFECT_TYPE_FORCE_RESISTANCE_INCREASE = 52;
int EFFECT_TYPE_FORCE_RESISTANCE_DECREASE = 53;
int EFFECT_TYPE_SKILL_INCREASE = 54;
int EFFECT_TYPE_SKILL_DECREASE = 55;
int EFFECT_TYPE_INVISIBILITY = 56;
int EFFECT_TYPE_IMPROVEDINVISIBILITY = 57;
int EFFECT_TYPE_DARKNESS = 58;
int EFFECT_TYPE_DISPELMAGICALL = 59;
int EFFECT_TYPE_ELEMENTALSHIELD = 60;
int EFFECT_TYPE_NEGATIVELEVEL = 61;
int EFFECT_TYPE_DISGUISE = 62;
int EFFECT_TYPE_SANCTUARY = 63;
int EFFECT_TYPE_TRUESEEING = 64;
int EFFECT_TYPE_SEEINVISIBLE = 65;
int EFFECT_TYPE_TIMESTOP = 66;
int EFFECT_TYPE_BLINDNESS = 67;
int EFFECT_TYPE_SPELLLEVELABSORPTION = 68;
int EFFECT_TYPE_DISPELMAGICBEST = 69;
int EFFECT_TYPE_ULTRAVISION = 70;
int EFFECT_TYPE_MISS_CHANCE = 71;
int EFFECT_TYPE_CONCEALMENT = 72;
int EFFECT_TYPE_SPELL_IMMUNITY = 73;
int EFFECT_TYPE_ASSUREDHIT = 74;
int EFFECT_TYPE_VISUAL = 75;
int EFFECT_TYPE_LIGHTSABERTHROW = 76;
int EFFECT_TYPE_FORCEJUMP = 77;
int EFFECT_TYPE_ASSUREDDEFLECTION = 78;
int EFFECT_TYPE_DROID_CONFUSED = 79;
int EFFECT_TYPE_MINDTRICK = 80; // DJS-OEI 7/28/2004
int EFFECT_TYPE_DROIDSCRAMBLE = 81; // DJS-OEI 8/21/2004
int ITEM_PROPERTY_ABILITY_BONUS = 0 ;
int ITEM_PROPERTY_AC_BONUS = 1 ;
int ITEM_PROPERTY_AC_BONUS_VS_ALIGNMENT_GROUP = 2 ;
int ITEM_PROPERTY_AC_BONUS_VS_DAMAGE_TYPE = 3 ;
int ITEM_PROPERTY_AC_BONUS_VS_RACIAL_GROUP = 4 ;
int ITEM_PROPERTY_ENHANCEMENT_BONUS = 5 ;
int ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_ALIGNMENT_GROUP = 6 ;
int ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_RACIAL_GROUP = 7 ;
int ITEM_PROPERTY_ATTACK_PENALTY = 8 ;
int ITEM_PROPERTY_BONUS_FEAT = 9 ;
int ITEM_PROPERTY_ACTIVATE_ITEM = 10;
int ITEM_PROPERTY_DAMAGE_BONUS = 11;
int ITEM_PROPERTY_DAMAGE_BONUS_VS_ALIGNMENT_GROUP = 12;
int ITEM_PROPERTY_DAMAGE_BONUS_VS_RACIAL_GROUP = 13;
int ITEM_PROPERTY_IMMUNITY_DAMAGE_TYPE = 14;
int ITEM_PROPERTY_DECREASED_DAMAGE = 15;
int ITEM_PROPERTY_DAMAGE_REDUCTION = 16;
int ITEM_PROPERTY_DAMAGE_RESISTANCE = 17;
int ITEM_PROPERTY_DAMAGE_VULNERABILITY = 18;
int ITEM_PROPERTY_DECREASED_ABILITY_SCORE = 19;
int ITEM_PROPERTY_DECREASED_AC = 20;
int ITEM_PROPERTY_DECREASED_SKILL_MODIFIER = 21;
int ITEM_PROPERTY_EXTRA_MELEE_DAMAGE_TYPE = 22;
int ITEM_PROPERTY_EXTRA_RANGED_DAMAGE_TYPE = 23;
int ITEM_PROPERTY_IMMUNITY = 24;
int ITEM_PROPERTY_IMPROVED_FORCE_RESISTANCE = 25;
int ITEM_PROPERTY_IMPROVED_SAVING_THROW = 26;
int ITEM_PROPERTY_IMPROVED_SAVING_THROW_SPECIFIC = 27;
int ITEM_PROPERTY_KEEN = 28;
int ITEM_PROPERTY_LIGHT = 29;
int ITEM_PROPERTY_MIGHTY = 30;
int ITEM_PROPERTY_NO_DAMAGE = 31;
int ITEM_PROPERTY_ON_HIT_PROPERTIES = 32;
int ITEM_PROPERTY_DECREASED_SAVING_THROWS = 33;
int ITEM_PROPERTY_DECREASED_SAVING_THROWS_SPECIFIC = 34;
int ITEM_PROPERTY_REGENERATION = 35;
int ITEM_PROPERTY_SKILL_BONUS = 36;
int ITEM_PROPERTY_SECURITY_SPIKE = 37;
int ITEM_PROPERTY_ATTACK_BONUS = 38;
int ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP = 39;
int ITEM_PROPERTY_ATTACK_BONUS_VS_RACIAL_GROUP = 40;
int ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER = 41;
int ITEM_PROPERTY_UNLIMITED_AMMUNITION = 42;
int ITEM_PROPERTY_USE_LIMITATION_ALIGNMENT_GROUP = 43;
int ITEM_PROPERTY_USE_LIMITATION_CLASS = 44;
int ITEM_PROPERTY_USE_LIMITATION_RACIAL_TYPE = 45;
int ITEM_PROPERTY_TRAP = 46;
int ITEM_PROPERTY_TRUE_SEEING = 47;
int ITEM_PROPERTY_ON_MONSTER_HIT = 48;
int ITEM_PROPERTY_MASSIVE_CRITICALS = 49;
int ITEM_PROPERTY_FREEDOM_OF_MOVEMENT = 50;
int ITEM_PROPERTY_MONSTER_DAMAGE = 51;
int ITEM_PROPERTY_SPECIAL_WALK = 52;
int ITEM_PROPERTY_COMPUTER_SPIKE = 53;
int ITEM_PROPERTY_REGENERATION_FORCE_POINTS = 54;
int ITEM_PROPERTY_BLASTER_BOLT_DEFLECT_INCREASE = 55;
int ITEM_PROPERTY_BLASTER_BOLT_DEFLECT_DECREASE = 56;
int ITEM_PROPERTY_USE_LIMITATION_FEAT = 57;
int ITEM_PROPERTY_DROID_REPAIR_KIT = 58;
int ITEM_PROPERTY_DISGUISE = 59;//RWT-OEI 12/03/03 - Caught this list up with the in-game code
int ITEM_PROPERTY_LIMIT_USE_BY_GENDER = 60;
int ITEM_PROPERTY_LIMIT_USE_BY_SUBRACE = 61;
int ITEM_PROPERTY_LIMIT_USE_BY_PC = 62;
int ITEM_PROPERTY_DAMPEN_SOUND = 63;
int ITEM_PROPERTY_DOORCUTTING = 64;
int ITEM_PROPERTY_DOORSABERING = 65;
int BASE_ITEM_QUARTER_STAFF = 0;
int BASE_ITEM_STUN_BATON = 1;
int BASE_ITEM_LONG_SWORD = 2;
int BASE_ITEM_VIBRO_SWORD = 3;
int BASE_ITEM_SHORT_SWORD = 4;
int BASE_ITEM_VIBRO_BLADE = 5;
int BASE_ITEM_DOUBLE_BLADED_SWORD = 6;
int BASE_ITEM_VIBRO_DOUBLE_BLADE = 7;
int BASE_ITEM_LIGHTSABER = 8;
int BASE_ITEM_DOUBLE_BLADED_LIGHTSABER = 9;
int BASE_ITEM_SHORT_LIGHTSABER = 10;
int BASE_ITEM_LIGHTSABER_CRYSTALS = 11;
int BASE_ITEM_BLASTER_PISTOL = 12;
int BASE_ITEM_HEAVY_BLASTER = 13;
int BASE_ITEM_HOLD_OUT_BLASTER = 14;
int BASE_ITEM_ION_BLASTER = 15;
int BASE_ITEM_DISRUPTER_PISTOL = 16;
int BASE_ITEM_SONIC_PISTOL = 17;
int BASE_ITEM_ION_RIFLE = 18;
int BASE_ITEM_BOWCASTER = 19;
int BASE_ITEM_BLASTER_CARBINE = 20;
int BASE_ITEM_DISRUPTER_RIFLE = 21;
int BASE_ITEM_SONIC_RIFLE = 22;
int BASE_ITEM_REPEATING_BLASTER = 23;
int BASE_ITEM_HEAVY_REPEATING_BLASTER = 24;
int BASE_ITEM_FRAGMENTATION_GRENADES = 25;
int BASE_ITEM_STUN_GRENADES = 26;
int BASE_ITEM_THERMAL_DETONATOR = 27;
int BASE_ITEM_POISON_GRENADE = 28;
int BASE_ITEM_FLASH_GRENADE = 29;
int BASE_ITEM_SONIC_GRENADE = 30;
int BASE_ITEM_ADHESIVE_GRENADE = 31;
int BASE_ITEM_CRYOBAN_GRENADE = 32;
int BASE_ITEM_FIRE_GRENADE = 33;
int BASE_ITEM_ION_GRENADE = 34;
int BASE_ITEM_JEDI_ROBE = 35;
int BASE_ITEM_JEDI_KNIGHT_ROBE = 36;
int BASE_ITEM_JEDI_MASTER_ROBE = 37;
int BASE_ITEM_ARMOR_CLASS_4 = 38;
int BASE_ITEM_ARMOR_CLASS_5 = 39;
int BASE_ITEM_ARMOR_CLASS_6 = 40;
int BASE_ITEM_ARMOR_CLASS_7 = 41;
int BASE_ITEM_ARMOR_CLASS_8 = 42;
int BASE_ITEM_ARMOR_CLASS_9 = 43;
int BASE_ITEM_MASK = 44;
int BASE_ITEM_GAUNTLETS = 45;
int BASE_ITEM_FOREARM_BANDS = 46;
int BASE_ITEM_BELT = 47;
int BASE_ITEM_IMPLANT_1 = 48;
int BASE_ITEM_IMPLANT_2 = 49;
int BASE_ITEM_IMPLANT_3 = 50;
int BASE_ITEM_DATA_PAD = 52;
int BASE_ITEM_ADRENALINE = 53;
int BASE_ITEM_COMBAT_SHOTS = 54;
int BASE_ITEM_MEDICAL_EQUIPMENT = 55;
int BASE_ITEM_DROID_REPAIR_EQUIPMENT = 56;
int BASE_ITEM_CREDITS = 57;
int BASE_ITEM_TRAP_KIT = 58;
int BASE_ITEM_SECURITY_SPIKES = 59;
int BASE_ITEM_PROGRAMMING_SPIKES = 60;
int BASE_ITEM_GLOW_ROD = 61;
int BASE_ITEM_COLLAR_LIGHT = 62;
int BASE_ITEM_TORCH = 63;
int BASE_ITEM_PLOT_USEABLE_ITEMS = 64;
int BASE_ITEM_AESTHETIC_ITEM = 65;
int BASE_ITEM_DROID_LIGHT_PLATING = 66;
int BASE_ITEM_DROID_MEDIUM_PLATING = 67;
int BASE_ITEM_DROID_HEAVY_PLATING = 68;
int BASE_ITEM_DROID_SEARCH_SCOPE = 69;
int BASE_ITEM_DROID_MOTION_SENSORS = 70;
int BASE_ITEM_DROID_SONIC_SENSORS = 71;
int BASE_ITEM_DROID_TARGETING_COMPUTERS = 72;
int BASE_ITEM_DROID_COMPUTER_SPIKE_MOUNT = 73;
int BASE_ITEM_DROID_SECURITY_SPIKE_MOUNT = 74;
int BASE_ITEM_DROID_SHIELD = 75;
int BASE_ITEM_DROID_UTILITY_DEVICE = 76;
int BASE_ITEM_BLASTER_RIFLE = 77;
int BASE_ITEM_GHAFFI_STICK = 78;
int BASE_ITEM_WOOKIE_WARBLADE = 79;
int BASE_ITEM_GAMMOREAN_BATTLEAXE = 80;
int BASE_ITEM_CREATURE_ITEM_SLASH = 81;
int BASE_ITEM_CREATURE_ITEM_PIERCE = 82;
int BASE_ITEM_CREATURE_WEAPON_SL_PRC = 83;
int BASE_ITEM_CREATURE_HIDE_ITEM = 84;
int BASE_ITEM_BASIC_CLOTHING = 85;
int BASE_ITEM_WRIST_LAUNCHER = 91;
int BASE_ITEM_FORCE_PIKE = 93; // DJS-OEI 8/19/2004
int BASE_ITEM_INVALID = 256;
// AMF: These constants define attack results
int ATTACK_RESULT_INVALID = 0;
int ATTACK_RESULT_HIT_SUCCESSFUL = 1;
int ATTACK_RESULT_CRITICAL_HIT = 2;
int ATTACK_RESULT_AUTOMATIC_HIT = 3;
int ATTACK_RESULT_MISS = 4;
int ATTACK_RESULT_ATTACK_RESISTED = 5;
int ATTACK_RESULT_ATTACK_FAILED = 6;
int ATTACK_RESULT_PARRIED = 8;
int ATTACK_RESULT_DEFLECTED = 9;
// these match the constants in visualeffects.2da
int VFX_NONE = -1;
int VFX_IMP_HEALING_SMALL = 1001;
int VFX_IMP_FORCE_JUMP_ADVANCED = 1002;
int VFX_PRO_AFFLICT = 1003;
int VFX_IMP_CHOKE = 1004;
int VFX_IMP_CURE = 1005;
int VFX_PRO_DEATH_FIELD = 1006;
int VFX_PRO_DROID_DISABLE = 1007;
int VFX_PRO_DROID_KILL = 1008;
int VFX_PRO_DRAIN = 1009;
int VFX_PRO_FORCE_ARMOR = 1010;
int VFX_PRO_FORCE_AURA = 1011;
int VFX_IMP_FORCE_BREACH = 1012;
int VFX_IMP_FORCE_PUSH = 1014;
int VFX_PRO_FORCE_SHIELD = 1015;
int VFX_IMP_FORCE_WAVE = 1017;
int VFX_IMP_FORCE_WHIRLWIND = 1018;
int VFX_IMP_HEAL = 1019;
int VFX_IMP_SPEED_KNIGHT = 1020;
int VFX_PRO_LIGHTNING_L = 1021;
int VFX_IMP_SPEED_MASTERY = 1022;
int VFX_PRO_RESIST_ELEMENTS = 1025;
int VFX_PRO_RESIST_FORCE = 1026;
int VFX_PRO_RESIST_POISON = 1027;
int VFX_PRO_LIGHTNING_S = 1028;
int VFX_IMP_MIND_FORCE = 1031;
int VFX_IMP_SUPPRESS_FORCE = 1032;
int VFX_IMP_MIND_KINIGHT = 1033;
int VFX_IMP_MIND_MASTERY = 1034;
int VFX_PRO_LIGHTNING_JEDI = 1035;
int VFX_PRO_LIGHTNING_L_SOUND = 1036;
int VFX_IMP_GRENADE_ADHESIVE_PERSONAL = 1038;
int VFX_IMP_FLAME = 1039;
int VFX_IMP_STUN = 1040;
int VFX_DUR_STEALTH_PULSE = 2000;
int VFX_DUR_INVISIBILITY = 2001;
int VFX_DUR_SPEED = 2004;
int VFX_DUR_FORCE_WHIRLWIND = 2007;
int VFX_DUR_HOLD = 2008;
int VFX_DUR_BODY_FUAL = 2024;
int VFX_DUR_PSYCHIC_STATIC = 2025;
int VFX_BEAM_DEATH_FIELD_TENTACLE = 2026;
int VFX_BEAM_DROID_DISABLE = 2027;
int VFX_BEAM_DROID_DESTROY = 2028;
int VFX_BEAM_DRAIN_LIFE = 2029;
int VFX_DUR_KNIGHTS_SPEED = 2031;
int VFX_DUR_SHIELD_RED_MARK_I = 2032;
int VFX_DUR_SHIELD_RED_MARK_II = 2034;
int VFX_DUR_SHIELD_RED_MARK_IV = 2035;
int VFX_BEAM_LIGHTNING_DARK_S = 2037;
int VFX_BEAM_LIGHTNING_DARK_L = 2038;
int VFX_DUR_SHIELD_BLUE_01 = 2040;
int VFX_DUR_SHIELD_BLUE_02 = 2041;
int VFX_DUR_SHIELD_BLUE_03 = 2042;
int VFX_DUR_SHIELD_BLUE_04 = 2043;
int VFX_DUR_SHIELD_GREEN_01 = 2044;
int VFX_DUR_SHIELD_RED_01 = 2045;
int VFX_DUR_SHIELD_RED_02 = 2046;
int VFX_DUR_SHIELD_CHROME_01 = 2047;
int VFX_DUR_SHIELD_CHROME_02 = 2048;
int VFX_BEAM_ION_RAY_01 = 2049;
int VFX_BEAM_ION_RAY_02 = 2050;
int VFX_BEAM_COLD_RAY = 2051;
int VFX_BEAM_STUN_RAY = 2052;
int VFX_BEAM_FLAME_SPRAY = 2053;
int VFX_DUR_CARBONITE_ENCASING = 2054;
int VFX_DUR_CARBONITE_CHUNKS = 2055;
int VFX_DUR_SHIELD_BLUE_MARK_I = 2056;
int VFX_DUR_SHIELD_BLUE_MARK_II = 2058;
int VFX_DUR_SHIELD_BLUE_MARK_IV = 2059;
int VFX_DUR_ELECTRICAL_SPARK = 2067;
int VFX_FNF_FORCE_WAVE = 3001;
int VFX_FNF_PLOT_MAN_SONIC_WAVE = 3002;
int VFX_FNF_GRENADE_FRAGMENTATION = 3003;
int VFX_FNF_GRENADE_STUN = 3004;
int VFX_FNF_GRENADE_THERMAL_DETONATOR = 3005;
int VFX_FNF_GRENADE_POISON = 3006;
int VFX_FNF_GRENADE_SONIC = 3007;
int VFX_FNF_GRENADE_ADHESIVE = 3008;
int VFX_FNF_GRENADE_CRYOBAN = 3009;
int VFX_FNF_GRENADE_PLASMA = 3010;
int VFX_FNF_GRENADE_ION = 3011;
int VFX_FNF_GRAVITY_GENERATOR = 3013;
int VFX_COM_SPARKS_LARGE = 4003;
int VFX_COM_SPARKS_LIGHTSABER = 4004;
int VFX_COM_SPARKS_PARRY_METAL = 4011;
int VFX_COM_POWER_ATTACK_IMPROVED_STAFF = 4012;
int VFX_COM_POWER_BLAST_IMPROVED = 4013;
int VFX_COM_CRITICAL_STRIKE_IMPROVED_STAFF = 4014;
int VFX_COM_SNIPER_SHOT_IMPROVED = 4015;
int VFX_COM_MULTI_SHOT = 4016;
int VFX_COM_WHIRLWIND_STRIKE_STAFF = 4017;
int VFX_COM_CRITICAL_STRIKE_MASTERY_STAFF = 4018;
int VFX_COM_POWER_ATTACK_MASTERY_STAFF = 4019;
int VFX_COM_SNIPER_SHOT_MASTERY = 4020;
int VFX_COM_FLURRY_IMPROVED_STAFF = 4021;
int VFX_COM_RAPID_SHOT_IMPROVED = 4022;
int VFX_COM_BLASTER_DEFLECTION = 4023;
int VFX_COM_BLASTER_IMPACT = 4024;
int VFX_COM_CRITICAL_STRIKE_IMPROVED_SABER = 4025;
int VFX_COM_CRITICAL_STRIKE_MASTERY_SABER = 4026;
int VFX_COM_POWER_ATTACK_IMPROVED_SABER = 4027;
int VFX_COM_POWER_ATTACK_MASTERY_SABER = 4028;
int VFX_COM_POWER_BLAST_MASTERY = 4029;
int VFX_COM_FLURRY_IMPROVED_SABER = 4030;
int VFX_COM_WHIRLWIND_STRIKE_SABER = 4031;
int VFX_COM_BLASTER_IMPACT_GROUND = 4032;
int VFX_COM_SPARKS_BLASTER = 4033;
int VFX_COM_DROID_EXPLOSION_1 = 4034;
int VFX_COM_DROID_EXPLOSION_2 = 4035;
int VFX_COM_JEDI_FORCE_FIZZLE = 4036;
int VFX_COM_FORCE_RESISTED = 4037;
int VFX_ARD_LIGHT_YELLOW_10 = 5000;
int VFX_ARD_LIGHT_YELLOW_20 = 5001;
int VFX_ARD_LIGHT_BLIND = 5002;
int VFX_ARD_HEAT_SHIMMER = 5003;
int VFX_IMP_MIRV = 6000;
int VFX_IMP_MIRV_IMPACT = 6001;
int VFX_IMP_SCREEN_SHAKE = 6002;
int VFX_DUR_HOLO_PROJECT = 9010; // DJS-OEI 9/15/2004
int AOE_PER_FOGACID = 0;
int AOE_PER_FOGFIRE = 1;
int AOE_PER_FOGSTINK = 2;
int AOE_PER_FOGKILL = 3;
int AOE_PER_FOGMIND = 4;
int AOE_PER_WALLFIRE = 5;
int AOE_PER_WALLWIND = 6;
int AOE_PER_WALLBLADE = 7;
int AOE_PER_WEB = 8;
int AOE_PER_ENTANGLE = 9;
//int AOE_PER_CHAOS = 10;
int AOE_PER_DARKNESS = 11;
int AOE_MOB_CIRCEVIL = 12;
int AOE_MOB_CIRCGOOD = 13;
int AOE_MOB_CIRCLAW = 14;
int AOE_MOB_CIRCCHAOS = 15;
int AOE_MOB_FEAR = 16;
int AOE_MOB_BLINDING = 17;
int AOE_MOB_UNEARTHLY = 18;
int AOE_MOB_MENACE = 19;
int AOE_MOB_UNNATURAL = 20;
int AOE_MOB_STUN = 21;
int AOE_MOB_PROTECTION = 22;
int AOE_MOB_FIRE = 23;
int AOE_MOB_FROST = 24;
int AOE_MOB_ELECTRICAL = 25;
int AOE_PER_FOGGHOUL = 26;
int AOE_MOB_TYRANT_FOG = 27;
int AOE_PER_STORM = 28;
int AOE_PER_INVIS_SPHERE = 29;
int AOE_MOB_SILENCE = 30;
int AOE_PER_DELAY_BLAST_FIREBALL = 31;
int AOE_PER_GREASE = 32;
int AOE_PER_CREEPING_DOOM = 33;
int AOE_PER_EVARDS_BLACK_TENTACLES = 34;
int AOE_MOB_INVISIBILITY_PURGE = 35;
int AOE_MOB_DRAGON_FEAR = 36;
// DJS-OEI 7/21/2004
// Form re-design.
/*
// DJS-OEI 3/28/2004
// These masks are used in Spells.2DA to indicate which spells
// can be affected by which Forms. Unfortunately, the script compiler
// won't let me make a constant with a Hex value, so I've had to use
// decimal.
int FORM_MASK_FORCE_FOCUS = 1;
int FORM_MASK_ENDURING_FORCE = 2;
int FORM_MASK_FORCE_AMPLIFICATION = 4;
int FORM_MASK_FORCE_POTENCY = 8;
int FORM_MASK_REGENERATION = 16;
int FORM_MASK_POWER_OF_THE_DARK_SIDE = 32;
*/
// these constants match those in spell.2da
int FORCE_POWER_ALL_FORCE_POWERS = -1; // used for spell immunity.
int FORCE_POWER_MASTER_ALTER = 0;
int FORCE_POWER_MASTER_CONTROL = 1;
int FORCE_POWER_MASTER_SENSE = 2;
int FORCE_POWER_FORCE_JUMP_ADVANCED = 3;
int FORCE_POWER_LIGHT_SABER_THROW_ADVANCED = 4;
int FORCE_POWER_REGNERATION_ADVANCED = 5;
int FORCE_POWER_AFFECT_MIND = 6;
int FORCE_POWER_AFFLICTION = 7;
int FORCE_POWER_SPEED_BURST = 8;
int FORCE_POWER_CHOKE = 9;
int FORCE_POWER_CURE = 10;
int FORCE_POWER_DEATH_FIELD = 11;
int FORCE_POWER_DROID_DISABLE = 12;
int FORCE_POWER_DROID_DESTROY = 13;
int FORCE_POWER_DOMINATE = 14;
int FORCE_POWER_DRAIN_LIFE = 15;
int FORCE_POWER_FEAR = 16;
int FORCE_POWER_FORCE_ARMOR = 17;
int FORCE_POWER_FORCE_AURA = 18;
int FORCE_POWER_FORCE_BREACH = 19;
int FORCE_POWER_FORCE_IMMUNITY = 20;
int FORCE_POWER_FORCE_JUMP = 21;
int FORCE_POWER_FORCE_MIND = 22;
int FORCE_POWER_FORCE_PUSH = 23;
int FORCE_POWER_FORCE_SHIELD = 24;
int FORCE_POWER_FORCE_STORM = 25;
int FORCE_POWER_FORCE_WAVE = 26;
int FORCE_POWER_FORCE_WHIRLWIND = 27;
int FORCE_POWER_HEAL = 28;
int FORCE_POWER_HOLD = 29;
int FORCE_POWER_HORROR = 30;
int FORCE_POWER_INSANITY = 31;
int FORCE_POWER_KILL = 32;
int FORCE_POWER_KNIGHT_MIND = 33;
int FORCE_POWER_KNIGHT_SPEED = 34;
int FORCE_POWER_LIGHTNING = 35;
int FORCE_POWER_MIND_MASTERY = 36;
int FORCE_POWER_SPEED_MASTERY = 37;
int FORCE_POWER_PLAGUE = 38;
int FORCE_POWER_REGENERATION = 39;
int FORCE_POWER_RESIST_COLD_HEAT_ENERGY = 40;
int FORCE_POWER_RESIST_FORCE = 41;
int FORCE_POWER_RESIST_POISON_DISEASE_SONIC = 42;
int FORCE_POWER_SHOCK = 43;
int FORCE_POWER_SLEEP = 44;
int FORCE_POWER_SLOW = 45;
int FORCE_POWER_STUN = 46;
int FORCE_POWER_DROID_STUN = 47;
int FORCE_POWER_SUPRESS_FORCE = 48;
int FORCE_POWER_LIGHT_SABER_THROW = 49;
int FORCE_POWER_WOUND = 50;
int SPECIAL_ABILITY_BATTLE_MEDITATION = 51;
int SPECIAL_ABILITY_BODY_FUEL = 52;
int SPECIAL_ABILITY_COMBAT_REGENERATION = 53;
int SPECIAL_ABILITY_WARRIOR_STANCE = 54;
int SPECIAL_ABILITY_SENTINEL_STANCE = 55;
int SPECIAL_ABILITY_DOMINATE_MIND = 56;
int SPECIAL_ABILITY_PSYCHIC_STANCE = 57;
int SPECIAL_ABILITY_CATHAR_REFLEXES = 58;
int SPECIAL_ABILITY_ENHANCED_SENSES = 59;
int SPECIAL_ABILITY_CAMOFLAGE = 60;
int SPECIAL_ABILITY_TAUNT = 61;
int SPECIAL_ABILITY_WHIRLING_DERVISH = 62;
int SPECIAL_ABILITY_RAGE = 63;
// DJS-OEI 12/9/2003
// New Force Powers
int FORCE_POWER_MASTER_ENERGY_RESISTANCE = 133;
int FORCE_POWER_MASTER_HEAL = 134;
int FORCE_POWER_FORCE_BARRIER = 135;
int FORCE_POWER_IMPROVED_FORCE_BARRIER = 136;
int FORCE_POWER_MASTER_FORCE_BARRIER = 137;
int FORCE_POWER_BATTLE_MEDITATION_PC = 138; // Only PCs, CNPCs, and Friendly allies should cast
int FORCE_POWER_IMPROVED_BATTLE_MEDITATION_PC = 139; // these versions of Battle Meditation.
int FORCE_POWER_MASTER_BATTLE_MEDITATION_PC = 140; //
int FORCE_POWER_BAT_MED_ENEMY = 141; // Only hostile creatures should cast
int FORCE_POWER_IMP_BAT_MED_ENEMY = 142; // these versions of Battle Meditation.
int FORCE_POWER_MAS_BAT_MED_ENEMY = 143; //
int FORCE_POWER_CRUSH_OPPOSITION_I = 144;
int FORCE_POWER_CRUSH_OPPOSITION_II = 145;
int FORCE_POWER_CRUSH_OPPOSITION_III = 146;
int FORCE_POWER_CRUSH_OPPOSITION_IV = 147;
int FORCE_POWER_CRUSH_OPPOSITION_V = 148;
int FORCE_POWER_CRUSH_OPPOSITION_VI = 149;
int FORCE_POWER_FORCE_BODY = 150;
int FORCE_POWER_IMPROVED_FORCE_BODY = 151;
int FORCE_POWER_MASTER_FORCE_BODY = 152;
int FORCE_POWER_DRAIN_FORCE = 153;
int FORCE_POWER_IMPROVED_DRAIN_FORCE = 154;
int FORCE_POWER_MASTER_DRAIN_FORCE = 155;
int FORCE_POWER_FORCE_CAMOUFLAGE = 156;
int FORCE_POWER_IMPROVED_FORCE_CAMOUFLAGE = 157;
int FORCE_POWER_MASTER_FORCE_CAMOUFLAGE = 158;
int FORCE_POWER_FORCE_SCREAM = 159;
int FORCE_POWER_IMPROVED_FORCE_SCREAM = 160;
int FORCE_POWER_MASTER_FORCE_SCREAM = 161;
int FORCE_POWER_FORCE_REPULSION = 162;
int FORCE_POWER_FORCE_REDIRECTION = 163;
int FORCE_POWER_FURY = 164;
int FORCE_POWER_IMPROVED_FURY = 165;
int FORCE_POWER_MASTER_FURY = 166;
int FORCE_POWER_INSPIRE_FOLLOWERS_I = 167;
int FORCE_POWER_INSPIRE_FOLLOWERS_II = 168;
int FORCE_POWER_INSPIRE_FOLLOWERS_III = 169;
int FORCE_POWER_INSPIRE_FOLLOWERS_IV = 170;
int FORCE_POWER_INSPIRE_FOLLOWERS_V = 171;
int FORCE_POWER_INSPIRE_FOLLOWERS_VI = 172;
int FORCE_POWER_REVITALIZE = 173;
int FORCE_POWER_IMPROVED_REVITALIZE = 174;
int FORCE_POWER_MASTER_REVITALIZE = 175;
int FORCE_POWER_FORCE_SIGHT = 176;
int FORCE_POWER_FORCE_CRUSH = 177;
int FORCE_POWER_PRECOGNITION = 178;
int FORCE_POWER_BATTLE_PRECOGNITION = 179;
int FORCE_POWER_FORCE_ENLIGHTENMENT = 180;
int FORCE_POWER_MIND_TRICK = 181;
int FORCE_POWER_CONFUSION = 200;
int FORCE_POWER_BEAST_TRICK = 182;
int FORCE_POWER_BEAST_CONFUSION = 184;
int FORCE_POWER_DROID_TRICK = 201;
int FORCE_POWER_DROID_CONFUSION = 269;
int FORCE_POWER_BREATH_CONTROL = 270;
int FORCE_POWER_WOOKIEE_RAGE_I = 271;
int FORCE_POWER_WOOKIEE_RAGE_II = 272;
int FORCE_POWER_WOOKIEE_RAGE_III = 273;
// DJS-OEI 7/21/2004
// Form re-design.
/*
// DJS-OEI 3/25/2004
int FORM_LIGHTSABER_PADAWAN_I = 205;
int FORM_LIGHTSABER_PADAWAN_II = 206;
int FORM_LIGHTSABER_PADAWAN_III = 207;
int FORM_LIGHTSABER_DAKLEAN_I = 208;
int FORM_LIGHTSABER_DAKLEAN_II = 209;
int FORM_LIGHTSABER_DAKLEAN_III = 210;
int FORM_LIGHTSABER_SENTINEL_I = 211;
int FORM_LIGHTSABER_SENTINEL_II = 212;
int FORM_LIGHTSABER_SENTINEL_III = 213;
int FORM_LIGHTSABER_SODAK_I = 214;
int FORM_LIGHTSABER_SODAK_II = 215;
int FORM_LIGHTSABER_SODAK_III = 216;
int FORM_LIGHTSABER_ANCIENT_I = 217;
int FORM_LIGHTSABER_ANCIENT_II = 218;
int FORM_LIGHTSABER_ANCIENT_III = 219;
int FORM_LIGHTSABER_MASTER_I = 220;
int FORM_LIGHTSABER_MASTER_II = 221;
int FORM_LIGHTSABER_MASTER_III = 222;
int FORM_CONSULAR_FORCE_FOCUS_I = 223;
int FORM_CONSULAR_FORCE_FOCUS_II = 224;
int FORM_CONSULAR_FORCE_FOCUS_III = 225;
int FORM_CONSULAR_ENDURING_FORCE_I = 226;
int FORM_CONSULAR_ENDURING_FORCE_II = 227;
int FORM_CONSULAR_ENDURING_FORCE_III = 228;
int FORM_CONSULAR_FORCE_AMPLIFICATION_I = 229;
int FORM_CONSULAR_FORCE_AMPLIFICATION_II = 230;
int FORM_CONSULAR_FORCE_AMPLIFICATION_III = 231;
int FORM_CONSULAR_FORCE_SHELL_I = 232;
int FORM_CONSULAR_FORCE_SHELL_II = 233;
int FORM_CONSULAR_FORCE_SHELL_III = 234;
int FORM_CONSULAR_FORCE_POTENCY_I = 235;
int FORM_CONSULAR_FORCE_POTENCY_II = 236;
int FORM_CONSULAR_FORCE_POTENCY_III = 237;
int FORM_CONSULAR_REGENERATION_I = 238;
int FORM_CONSULAR_REGENERATION_II = 239;
int FORM_CONSULAR_REGENERATION_III = 240;
int FORM_CONSULAR_POWER_OF_THE_DARK_SIDE_I = 241;
int FORM_CONSULAR_POWER_OF_THE_DARK_SIDE_II = 242;
int FORM_CONSULAR_POWER_OF_THE_DARK_SIDE_III = 243;
*/
int FORM_SABER_I_SHII_CHO = 258;
int FORM_SABER_II_MAKASHI = 259;
int FORM_SABER_III_SORESU = 260;
int FORM_SABER_IV_ATARU = 261;
int FORM_SABER_V_SHIEN = 262;
int FORM_SABER_VI_NIMAN = 263;
int FORM_SABER_VII_JUYO = 264;
int FORM_FORCE_I_FOCUS = 265;
int FORM_FORCE_II_POTENCY = 266;
int FORM_FORCE_III_AFFINITY = 267;
int FORM_FORCE_IV_MASTERY = 268;
// these constants must match those in poison.2da
int POISON_ABILITY_SCORE_MILD = 0;
int POISON_ABILITY_SCORE_AVERAGE = 1;
int POISON_ABILITY_SCORE_VIRULENT = 2;
int POISON_DAMAGE_MILD = 3;
int POISON_DAMAGE_AVERAGE = 4;
int POISON_DAMAGE_VIRULENT = 5;
int POISON_ABILITY_AND_DAMAGE_AVERAGE = 6;
int POISON_ABILITY_AND_DAMAGE_VIRULENT = 7;
int POISON_DAMAGE_ROCKET = 8; // DJS-OEI 4/12/2004
int POISON_DAMAGE_NORMAL_DART = 9; // DJS-OEI 4/13/2004
int POISON_DAMAGE_KYBER_DART = 10; // DJS-OEI 4/13/2004
int POISON_DAMAGE_KYBER_DART_HALF = 11; // DJS-OEI 4/13/2004
// the thing after CREATURE_TYPE_ should refer to the
// actual "subtype" in the lists given above.
int CREATURE_TYPE_RACIAL_TYPE = 0;
int CREATURE_TYPE_PLAYER_CHAR = 1;
int CREATURE_TYPE_CLASS = 2;
int CREATURE_TYPE_REPUTATION = 3;
int CREATURE_TYPE_IS_ALIVE = 4;
int CREATURE_TYPE_HAS_SPELL_EFFECT = 5;
int CREATURE_TYPE_DOES_NOT_HAVE_SPELL_EFFECT = 6;
int CREATURE_TYPE_PERCEPTION = 7;
//int CREATURE_TYPE_ALIGNMENT = 2;
int REPUTATION_TYPE_FRIEND = 0;
int REPUTATION_TYPE_ENEMY = 1;
int REPUTATION_TYPE_NEUTRAL = 2;
int PERCEPTION_SEEN_AND_HEARD = 0;
int PERCEPTION_NOT_SEEN_AND_NOT_HEARD = 1;
int PERCEPTION_HEARD_AND_NOT_SEEN = 2;
int PERCEPTION_SEEN_AND_NOT_HEARD = 3;
int PERCEPTION_NOT_HEARD = 4;
int PERCEPTION_HEARD = 5;
int PERCEPTION_NOT_SEEN = 6;
int PERCEPTION_SEEN = 7;
int PLAYER_CHAR_NOT_PC = FALSE;
int PLAYER_CHAR_IS_PC = TRUE;
int CLASS_TYPE_SOLDIER = 0;
int CLASS_TYPE_SCOUT = 1;
int CLASS_TYPE_SCOUNDREL = 2;
int CLASS_TYPE_JEDIGUARDIAN = 3;
int CLASS_TYPE_JEDICONSULAR = 4;
int CLASS_TYPE_JEDISENTINEL = 5;
int CLASS_TYPE_COMBATDROID = 6;
int CLASS_TYPE_EXPERTDROID = 7;
int CLASS_TYPE_MINION = 8;