BACKUP "GeVaKit/backup"
AUTHOR Gel87

VERSION "v1.0.0001"
LANGUAGE ~English~ ~GeVaKit/tras/english~ ~GeVaKit/tras/English/english.tra~
BEGIN "Add GeVaKit kit for Shadow Lurker Vampire Monk Kit"

INCLUDE "GeVaKit/fl#add_kit_ee.tpa" //"example/library/fl#add_kit_ee.tpa"


COPY //"GELKITNA/GELHP03.2DA" "override" // copy this one since the other action does not do this for you.
     "GeVaKit/Tables/LUGeVa2.2DA" "override/LUGeVa2.2DA" // copy the LU*.2DA table too
     "GeVaKit/Tables/CLABVA1.2DA" "override" // copy the CLAB*.2DA table too
     //"GELKITNA/GELTHA1.2DA" "override" // copy the THAC*.2DA table too

ADD_KIT ~GeVaKit~ // this is the internal name of the kit, don't bother if it isn't pretty
   // This are the proficiency in BG1 style, don't bother with them.
  ~GeVaKit                1           1           1           1           1           1           1           1~
   // This are the BG2 proficiencies, pay attention here, use the 2DA table "WEAPPROF"
   // and look into the column n1 for the order they are displayed in. This is appended column-wise.
 //WEAPPROF.2DA
 //11                              T   S           F   Q             S S
 //10                              W   C           L   U             W I
 //9       BG1p-          *B L S   O   I   W       A   A             O N
 //8       roffs          *A O H   H   M   A       I   R C   S       R G
 //7       L S  '        M*S N O   A   I   R     H L   T R L H     2 D L 2                 E E E E E E E E E E E
 //6       _ _       S   I*T G R   N K T D H     A M   E O O O     H A E W E E E E E E E E X X X X X X X X X X X
 //5       S S   S B P   S*A S T   D A A A A   S L O   R S N R   S A N W E X X X X X X X X T T T T T T T T T T T
 //4       W W   P L I   S*R W S   E T R G M C P B R M S S G T D L N D E A T T T T T T T T R R R R R R R R R R R
 //3       O O B E U K A I*D O W A D A W G M L E E N A T B B B A I D S A P R R R R R R R R A A A A A A A A A A A
 //2       R R O A N E X L*S R O X S N A E E U A R I C A O O O R N E H P O A A A A A A A A 1 1 1 1 1 1 1 1 1 1 2
 //1       D D W R T D E E*W D R E W A K R R B R D N E F W W W T G D I O N 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0
  ~GeVaKit 1 1 0 0 0 0 0 0 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 0 0 0 1 1 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
   // minimum stats for the kit. Use low values, otherwise it will be too easy to roll high stats.
  ~GeVaKit                18       17       15       9       12       15~
   // these are the stat modifiers at character creation. Both positive an negative values are accepted.
  ~GeVaKit                2       1       1       0       0       0~
   // stat requirement to dual-class *TO* this kit (appended to ABDCDSRQ.2DA).
  ~GeVaKit                17       15      0       12       0       0~
   // stat requirement to dual-class *FROM* this kit (appended to ABDCSCRQ.2DA).
  ~GeVaKit                17       15      0       0       0       0~
   // alignments that can be chooses for this kit. Listed like in ALIGNMNT.2DA and appended to the same file.
  ~GeVaKit                0       1       1       1       1       1       1       1       1~
   // append to DUALCLAS.2DA, check the file for reference on the listing of the classes.
  ~GeVaKit                1       1       1       0       0       0~
   // path to the CLAB*.2DA file.
  ~GeVaKit/Tables/CLABVA1.2da~   // "example/library/GELCLA01.2da"
    // this are the races that can choose the kit-- for example, K_T_H means thief human
    // and K_T_D means dwarf thief, so putting those here would make this kit selectable by those classes (from KITTABLE.2DA).
  ~K_MN_H~
  // this is the usability flag for the class followed by the class number
  // (see the table KITLIST.2DA for more information)
  ~0x00004000       20~
  // this is the name of the LU7C#K.2DA file, needed for HLAs and appended to LUABBR.2DA.
  ~GeVa2~
   // this are the item this kit is going to get at the start of ToB, appended column-wise to 25STWEAP.2DA.
   // check with NearInfinity, EEKeeper or DLTCEP which items you want since you'll need their code name. 
  ~* * * BAG05 * * * BAG31 * * * BAG02I * * BAG06D * CLCK05 * BAG03I *~
  SAY ~shadow lurker~ // this is the all-lower case version of the kit-name, TRA'ified strings are also accepted.
  SAY ~Shadow Lurker~ // this is the capitalized name of the kit.
  SAY ~SHADOW LURKER: A vampire expert in the skills of melee combat and necromancy

Advantages:
Gain access to a lot off different spells via innate albility, such as:
Regular Monk Albilities.
- Bat Swarm (Summons 3 bats that deal 3 damage each, more bats will be summoned at certain levels)
- Blood Drain (Push the enemy to the ground and drain his blood, deals piercing damage and will have a chance to kill unless saving vs deaht at +2, enemy is unconcius for 10 seconds, vampire gain strenght, dex and constitution + 1 life/hp regeneration and heals some life)
- Blood Link (Makes a link between himself and enemy and steals his blood, dealing slashing damage and increase regeneration, AC and strenght by 1)
- Murky Waters (Opens a portal to the UpsideDown where creatures strikes from below dealing Crushing damage twice while enemy are held)

Dissadvantages:
- Incidirate in sunlight unless wearing Ring of Daywalking
- Ring of Daywalking has nerfs to your strenght and mental health
Ring of Daywalking:
-1 to all attribues
-May not use wepons, except sling~
                         // (please don't make it as silly as this one, use the vanilla ones as example)

LAF fl#add_kit_ee // launch_action_function start
  //INT_VAR
    //biography = 102836 // This is the biography, you can browse the dialog.tlk
                      // (with NearInfinity or DLTCEP) for the string you desire or just add your own.
    //briefdesc = RESOLVE_STR_REF (~Illithid, a smart creature often known as Mind Flayers or Ulitharid, wich devours the brain of the enemie foe~)
    // this is a bool check, if it's set to 1, the Kit can get Fallen, like a Paladin
    // if it's set to 0 it does nothing in the game. It's default value is 0.
    //fallen = 0
    // if you set fallen = 1, you might want to add a custom string for when the Kit's user becomes Fallen.
    //fallen_notice = RESOLVE_STR_REF (~this is the string which will be displayed when the Kit's user becomes fallen~)
  STR_VAR
        // this is the internal name of your kit. #This_is_a_must (unless you want to crash the installation).
        // all the other stuff in this listing is optional, if it's there, it will be used
        // and if it isn't, the class default value will be used instead. Remove the whole "example = ~3 8 1 92~" line.
    kit_name = ~GeVaKit~
        // this is the backstab progressions rate (one number/level, 40 levels), only for kits that need backstab
    //backstab = ~2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 7 7 7 7 7 7 7 7 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8~
       // this file (CLSWPBON.2DA) contains three different fields of information, the first one is for the WPSTACK
       // (the bonus APR from Specialization and higher and from levels 7 and 13 that fighters gain)
       // if the number is 1, then it'll be enabled, if it's set to 0, it won't, enabled on Warrior classes by default.
       // the second one is turned by default over Monks, seems like it gives them their custom fists.
       // the third and last value is the amount of penalty given to the character's
       // THAC0 when using a weapon they aren't proficient with.
    clswpbon = ~1 0 2~
       // the number of weapon slot that are displayed in the inventory
    numwslot = ~3~
     // 1st value is the amount of Thieving skills point gained at level one and the 2nd is the amount gained in the following levels.
    thiefskl = ~0 0~
       // maximum amount of traps this kit can set (this is optional and only for Thief and Bard kits)
    //traplimt = 7
     // this is appended column-wise to CLASCOLR.2DA, the colors are listed here in this order:
     // METAL (metallic parts of the character's equipment), MINOR_CLOTH (same as Minor Color in the inventory screen),
     // MAIN_CLOTH (same as Major Color in the Inventory Screen), LEATHER (the leather parts of the character's armor),
     // ARMOR (this one is for the other parts of the armor that aren't METAL nor LETHER).
    clascolr = ~35 67 67 25 80~
     // this is the BONUS that is given to each kit/class' thieving abilities at level 1
     // appended column-wise to CLASISKL.2DA
     // note that they are 7 values, Pick Pockets, Open Locks, Find Traps
     // Move Silently, Hide in Shadows, Detect Illusion and Set Traps
    clasiskl = ~0 0 0 0 0 0 0~
     // this is appended column-wise to THIEFSCL.2DA, 100 determines that the player can spent Thieving Points
     // in that thieving ability, and 0 means that they can't.
     // Seems like it has something to do with percentages, but it's not confirmed yet.
    thiefscl = ~0 0 0 200 200 100 0 0~
     // the HP*.2DA table's full name (not including the extension).
    //hpclass = ~GELHP01~
     // appended to CLSRCREQ.2DA, determines which race can select the kit at character creation,
     // values are either 1 (true/yes) and 0 (false/no), the races go like this:
     // HUMAN, ELF, HALF_ELF, DWARF, HALFLING, GNOME and HALFORC.
    clsrcreq = ~1 0 0 0 0 0 0~
     // this is a bonus to the base THAC0 that is given at level 1 and it's permanent.
    clasthac = ~0~
END // end of the LAF (launch_action_function) block.



// COPY "GELKITNA/spl/your1.spl" "override"
  // SAY 0xC ~this is the spell's name~
  // SAY 0x50 ~this is the spell's description~

// COPY "GELKITNA/spl/your2.spl" "override"
  // SAY 0xC #-1 // this spell is going to be used as a Passive Ability applier, so give it a string-name of -1.



     
BEGIN "Install and Copy Vampire Stuff"

COMPILE ~GeVaKit/Scripts/GelVa01.BAF~ ~Override~
COMPILE ~GeVaKit/Scripts/GelVa02.BAF~ ~Override~
COMPILE ~GeVaKit/Scripts/GelVa30.BAF~ ~Override~
COMPILE ~GeVaKit/Scripts/GelVaCr.BAF~ ~Override~
COMPILE ~GeVaKit/Scripts/GelVa20.BAF~ ~Override~
//COMPILE ~GeVaKit/Scripts/baldur.BAF~ ~Override~ //Enable this, installing kitt and then uninstall kit will fix broken strings//

// Copy creatures
COPY ~GeVaKit/creatures/GelVa01.cre~ ~Override~
	WRITE_ASCII ~0x248~ ~GelVa01~
	WRITE_ASCII ~0x280~ ~GelVa01~ 
	ADD_CRE_ITEM ~BOOT01~ #0 #0 #0 ~NONE~ ~boots~

COPY ~GeVaKit/InvisibleCreature/GelVaCr.cre~ ~Override~
	WRITE_ASCII ~0x248~ ~GelVaCr~
	WRITE_ASCII ~0x280~ ~GelVaCr~ 

COPY ~GeVaKit/InvisibleCreature/GelVaCr.eff~ ~Override~
COPY ~GeVaKit/InvisibleCreature/GelVaCr.spl~ ~Override~

COPY ~GeVaKit/Creatures/GelVa20.cre~ ~Override~
	WRITE_ASCII ~0x248~ ~GelVa20~
	SAY NAME1 ~Vampire~
	SAY NAME2 ~Vampire~
COPY ~GeVaKit/Creatures/GelVa21.cre~ ~Override~
	WRITE_ASCII ~0x248~ ~GelVa20~
	SAY NAME1 ~Vampire~
	SAY NAME2 ~Vampire~
COPY ~GeVaKit/Creatures/VAMEMI01.cre~ ~Override~ 
	SAY NAME1 ~Vampire~
	SAY NAME2 ~Vampire~
COPY ~GeVaKit/Creatures/VAMPAMB.cre~ ~Override~ 
	SAY NAME1 ~Vampire~
	SAY NAME2 ~Vampire~


// Copy scripts
// COPY ~GeVaKit/scripts/GelVa01.bcs~ ~Override~
// COPY ~GeVaKit/scripts/GelVa02.bcs~ ~Override~
// COPY ~GeVaKit/scripts/GelVa30.bcs~ ~Override~
// COPY ~GeVaKit/scripts/GelVaCr.bcs~ ~Override~

// Copy items
COPY ~GeVaKit/Items/GelVa01.itm~ ~Override~
	SAY NAME1 ~BatKnife~ // Unindentified name
	SAY NAME2 ~BatKnife~ // Identified name
//	SAY UNIDENTIFIED ~~ 
//	SAY IDENTIFIED ~~

// Copy items
COPY ~GeVaKit/Items/GelVa02.itm~ ~Override~
	SAY NAME1 ~Daywalker Ring~ // Unindentified name
	SAY NAME2 ~Daywalker Ring~ // Identified name
	SAY UNIDENTIFIED_DESC ~Daywalker Ring: 

This ring magically protecs vampires against the sun, however it will take away their strenght and intellect

Equipped albilities:
 Immune to Sunlight
 -1 strenght
 -1 dexterity
 -1 constitution
 -1 intellect
 -1 wisdom~ 
	SAY DESC ~Daywalker Ring: 

This ring magically protecs vampires against the sun, however it will take away their strenght and intellect
Equipped albilities:

 Immune to Sunlight
 -1 strenght
 -1 dexterity
 -1 constitution
 -1 intellect
 -1 wisdom~

COPY ~GeVaKit/spells/GelVa00.spl~ ~override/GelVa00.spl~
  SAY NAME1 ~Bat Swarm~
  SAY NAME2 ~Bat Swarm~
  SAY UNIDENTIFIED_DESC ~~
  SAY DESC ~~

COPY ~GeVaKit/spells/GelVa01.spl~ ~override/GelVa01.spl~
  SAY NAME1 ~Summon: Bat Swarm~
  SAY NAME2 ~Summon: Bat Swarm~
  SAY UNIDENTIFIED_DESC ~~
  SAY DESC ~~

COPY ~GeVaKit/spells/GelVa02.spl~ ~Override~
	SAY NAME1 ~BatAttack~ // Unindentified name
	SAY NAME2 ~BatAttack~ // Identified name

COPY ~GeVaKit/spells/GelVa03.spl~ ~Override~
	SAY NAME1 ~Bat Swarm~ // Unindentified name
	SAY NAME2 ~Bat Swarm~ // Identified name

COPY ~GeVaKit/spells/GelVa04.spl~ ~override/GelVa04.spl~
  SAY NAME1 ~Invisibility~
  SAY NAME2 ~Invisibility~
  SAY UNIDENTIFIED_DESC ~~
  SAY DESC ~~

COPY ~GeVaKit/spells/GelVa05.spl~ ~override/GelVa05.spl~
  SAY NAME1 ~Murky Debts~
  SAY NAME2 ~Murky Debts~
  SAY UNIDENTIFIED_DESC ~Murky Debts: The vampire opens a portal to the upside-down and roots from the debts stretches out to entangle and crush the enemy

Aliblities:
Enemy held for 4-5 seconds
Level 1: 15 damage + 15 crusing damage
Level 7: 25 damage + 25 crushing damage
Level 11: 35 + 35 crushing damage~
  SAY DESC ~Murky Debts: The vampire opens a portal to the upside-down and roots from the debts stretches out to entangle and crush the enemy

Aliblities:
Enemy held for 4-5 seconds
Level 1: 15 damage + 15 crusing damage
Level 7: 25 damage + 25 crushing damage
Level 11: 35 + 35 crushing damage~

ADD_PROJECTILE ~GeVaKit/Projectiles/BlodLink.pro~

COPY ~GeVaKit/spells/GelVa06.spl~ ~override/GelVa06.spl~
  WRITE_SHORT 0x098 ~BlodLink~
  SAY NAME1 ~Bloodlink~
  SAY NAME2 ~Bloodlink~
  SAY UNIDENTIFIED_DESC ~Bloodlink:
The Shadow Lurker opens a link between him and his enemies, stealing their blood from afar.

Albilities:
Positive effects last for 60 seconds
+2 AC
+2 Thaco
+2 Strenght
Regenerate 2 life per second

Enemy takes: 
3d6 slashing damage
4d6 slashing damage from level 7
5d6 slashing damage from level 11
6d6 slashing damage from level 13
~
  SAY DESC ~Bloodlink:
The Shadow Lurker opens a link between him and his enemies, stealing their blood from afar.

Albilities:
Positive effects last for 60 seconds
+2 AC
+2 Thaco
+2 Strenght
Regenerate 2 life per second

Enemy takes: 
3d6 slashing damage
4d6 slashing damage from level 7
5d6 slashing damage from level 11
6d6 slashing damage from level 13~

COPY ~GeVaKit/spells/GelVa07.spl~ ~override/GelVa07.spl~
  SAY NAME1 ~Blood Drain~
  SAY NAME2 ~Blood Drain~
  SAY UNIDENTIFIED_DESC ~Blood Drain:
The Shadow Lurker force the target to the ground and drink its blood, dealing massive piercing damage and empower himself

Albilities:
Level 1:
Enemy looses 1 constitution
Enemy faints for 10 seconds
Enemy takes 20 piercing damage
Vampire gain 1 AC (60 seconds)
Vampire gain 1 Thaco (60 seconds)
Vampire regenerate 1 hitpoint per second (60 seconds)
Vampire heal for 8 hitpoints

Level 5:
Enemy looses 1 constitution
Enemy faints for 10 seconds
Enemy takes 30 piercing damage
Vampire gain 1 AC (60 seconds)
Vampire gain 1 Thaco (60 seconds)
Vampire gain 1 more attacks per round (60 seconds)
Vampire regenerate 1 hitpoint per second (60 seconds)
Vampire heal for 15 hitpoints

Level 7:
Enemy looses 1 constitution
Enemy faints for 10 seconds
Enemy takes 35 piercing damage
Vampire gain 1 AC (60 seconds)
Vampire gain 1 Thaco (60 seconds)
Vampire gain 1 more attacks per round (60 seconds)
Vampire regenerate 1 hitpoint per second (60 seconds)
Vampire heal for 20 hitpoints
Vampie gain 1 strenght, dexterity and constitution (60 seconds)

Level 12:
Enemy looses 1 constitution
Enemy faints for 10 seconds
Enemy takes 45 piercing damage
Vampire gain 1 AC (60 seconds)
Vampire gain 1 Thaco (60 seconds)
Vampire gain 1 more attacks per round (60 seconds)
Vampire regenerate 1 hitpoint per second (60 seconds)
Vampire heal for 25 hitpoints
Vampire gain 1 bonus to strenght, dexterity and constitution (60 seconds)
Vampire gain 1 bonus to all saving throws (60 seconds)

Level 16:
Enemy looses 1 constitution
Enemy faints for 10 seconds
Enemy takes 55 piercing damage
Enemy dies and gets turned into a vampire if fail saving throw vs death at 2
Vampire gain 1 AC (60 seconds)
Vampire gain 1 Thaco (60 seconds)
Vampire gain 1 more attacks per round (60 seconds)
Vampire regenerate 1 hitpoint per second (60 seconds)
Vampire heal for 35 hitpoints
Vampire gain 1 bonus to strenght, dexterity and constitution (60 seconds)
Vampire gain 1 bonus to all saving throws (60 seconds)
Vampire gain 10% to all physical resists (60 seconds)
 ~
  SAY DESC ~Blood Drain:
The Shadow Lurker force the target to the ground and drink its blood, dealing massive piercing damage and empower himself

Albilities:
Level 1:
Enemy looses 1 constitution
Enemy faints for 10 seconds
Enemy takes 20 piercing damage
Vampire gain 1 AC (60 seconds)
Vampire gain 1 Thaco (60 seconds)
Vampire regenerate 1 hitpoint per second (60 seconds)
Vampire heal for 8 hitpoints

Level 5:
Enemy looses 1 constitution
Enemy faints for 10 seconds
Enemy takes 30 piercing damage
Vampire gain 1 AC (60 seconds)
Vampire gain 1 Thaco (60 seconds)
Vampire gain 1 more attacks per round (60 seconds)
Vampire regenerate 1 hitpoint per second (60 seconds)
Vampire heal for 15 hitpoints

Level 7:
Enemy looses 1 constitution
Enemy faints for 10 seconds
Enemy takes 35 piercing damage
Vampire gain 1 AC (60 seconds)
Vampire gain 1 Thaco (60 seconds)
Vampire gain 1 more attacks per round (60 seconds)
Vampire regenerate 1 hitpoint per second (60 seconds)
Vampire heal for 20 hitpoints
Vampie gain 1 strenght, dexterity and constitution (60 seconds)

Level 12:
Enemy looses 1 constitution
Enemy faints for 10 seconds
Enemy takes 45 piercing damage
Vampire gain 1 AC (60 seconds)
Vampire gain 1 Thaco (60 seconds)
Vampire gain 1 more attacks per round (60 seconds)
Vampire regenerate 1 hitpoint per second (60 seconds)
Vampire heal for 25 hitpoints
Vampire gain 1 bonus to strenght, dexterity and constitution (60 seconds)
Vampire gain 1 bonus to all saving throws (60 seconds)

Level 16:
Enemy looses 1 constitution
Enemy faints for 10 seconds
Enemy takes 55 piercing damage
Enemy dies and gets turned into a vampire if fail saving throw vs death at 2
Vampire gain 1 AC (60 seconds)
Vampire gain 1 Thaco (60 seconds)
Vampire gain 1 more attacks per round (60 seconds)
Vampire regenerate 1 hitpoint per second (60 seconds)
Vampire heal for 35 hitpoints
Vampire gain 1 bonus to strenght, dexterity and constitution (60 seconds)
Vampire gain 1 bonus to all saving throws (60 seconds)
Vampire gain 10% to all physical resists (60 seconds)~

COPY ~GeVaKit/spells/GelVa20.spl~ ~override/GelVa20.spl~
  SAY NAME1 ~Turned to Vampire~
  SAY NAME2 ~Turned to Vampire~
  SAY UNIDENTIFIED_DESC ~~
  SAY DESC ~~

COPY ~GeVaKit/spells/GelVa21.spl~ ~override/GelVa21.spl~
  SAY NAME1 ~Turned to Vampire~
  SAY NAME2 ~Turned to Vampire~
  SAY UNIDENTIFIED_DESC ~~
  SAY DESC ~~

COPY ~GeVaKit/spells/GelVa70.spl~ ~override/GelVa70.spl~
  SAY NAME1 ~Shapechange: Vampire~
  SAY NAME2 ~Shapechange: Vampire~
  SAY UNIDENTIFIED_DESC ~~
  SAY DESC ~~

COPY ~GeVaKit/spells/GelVa71.spl~ ~override/GelVa71.spl~
  SAY NAME1 ~Shapechange: Vampire Male~
  SAY NAME2 ~Shapechange: Vampire Male~
  SAY UNIDENTIFIED_DESC ~~
  SAY DESC ~~

COPY ~GeVaKit/spells/GelVa72.spl~ ~override/GelVa72.spl~
  SAY NAME1 ~Shapechange: Vampire Female~
  SAY NAME2 ~Shapechange: Vampire Female~
  SAY UNIDENTIFIED_DESC ~~
  SAY DESC ~~

COPY ~GeVaKit/spells/GelVa73.spl~ ~override/GelVa73.spl~
  SAY NAME1 ~Create: Daywalker Ring~
  SAY NAME2 ~Create: Daywalker Ring~
  SAY UNIDENTIFIED_DESC ~~
  SAY DESC ~~

COPY ~GeVaKit/spells/GelVa31.spl~ ~override/GelVa31.spl~
  SAY NAME1 ~Burned by Sun~
  SAY NAME2 ~Burned by Sun~
  SAY UNIDENTIFIED_DESC ~~
  SAY DESC ~~

COPY ~GeVaKit/spells/GelVa50.spl~ ~override/GelVa50.spl~
  SAY NAME1 ~Protection From Magical Weapons~
  SAY NAME2 ~Protection From Magical Weapons~
  SAY DESC ~Protection From Magical Weapons
(Abjuration)

Level: 6
Range: 0
Duration: 4 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None 

When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell.~

COPY ~GeVaKit/spells/GelVa51.spl~ ~override/GelVa51.spl~
  SAY NAME1 ~Abi-Dalzim's Horrid Wilting~
  SAY NAME2 ~Abi-Dalzim's Horrid Wilting~
  SAY UNIDENTIFIED_DESC ~~
  SAY DESC ~~

COPY ~GeVaKit/spells/GelVa52.spl~ ~override/GelVa52.spl~
  SAY NAME1 ~20% to all resists~
  SAY NAME2 ~20% to all resists~
  SAY UNIDENTIFIED_DESC ~~
  SAY DESC ~20% to all resists: Can be chosen twice~

COPY ~GeVaKit/spells/GelVa53.spl~ ~override/GelVa53.spl~
  SAY NAME1 ~Touch of Death~
  SAY NAME2 ~Touch of Death~
  SAY UNIDENTIFIED_DESC ~~
  SAY DESC ~~

COPY "GeVaKit/BAM" "Override"
COPY "GeVaKit/VVC" "Override"
COPY "GeVaKit/WAV" "Override"

//COPY_EXISTING ~BALDUR.BCS~ ~override~
	//EXTEND_BOTTOM ~BALDUR.BCS~ ~GeVaKit/Scripts/BALDUR.BAF~

//Part 3 (add item to an existing creature, in this case the shadow dragon, Thaxll'ssillyia)
//COPY_EXISTING ~SHADRA01.cre~ ~override/SHADRA01.cre~
  //ADD_CRE_ITEM ~GELITM12.itm~ #0 #0 #0 ~NONE~ ~inv11~

//COPY_EXISTING ~ar0602.are~ ~override~
//LPF ~ADD_AREA_ITEM~ STR_VAR item_to_add_to=BOOK03 INT_VAR container_to_add_to=32 END
//LPF ~ADD_AREA_ITEM~ STR_VAR item_to_add_to=BOOK04 INT_VAR container_to_add_to=32 END
//LPF ~ADD_AREA_ITEM~ STR_VAR item_to_add_to=BOOK05 INT_VAR container_to_add_to=32 END
//LPF ~ADD_AREA_ITEM~ STR_VAR item_to_add_to=BOOK06 INT_VAR container_to_add_to=32 END
//LPF ~ADD_AREA_ITEM~ STR_VAR item_to_add_to=BOOK07 INT_VAR container_to_add_to=32 END
//LPF ~ADD_AREA_ITEM~ STR_VAR item_to_add_to=BOOK08 INT_VAR container_to_add_to=32 END
//LPF ~ADD_AREA_ITEM~ STR_VAR item_to_add_to=BOOK08 INT_VAR container_to_add_to=32 END
//LPF ~ADD_AREA_ITEM~ STR_VAR item_to_add_to=BOOK08 INT_VAR container_to_add_to=32 END



