MR-8: Nemere Dungeon
This commit is contained in:
@@ -8,6 +8,7 @@
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#include "char_manager.h"
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#include "shop_manager.h"
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#include "guild.h"
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#include "mob_manager.h"
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namespace quest
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{
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@@ -350,6 +351,214 @@ namespace quest
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return 0;
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}
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// MR-8: Damage Immunity System - Lua Bindings
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int npc_set_damage_immunity(lua_State* L)
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{
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// npc.set_damage_immunity(vid, immune_bool)
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// Sets basic immunity on/off for a specific VID
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if (!lua_isnumber(L, 1))
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{
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lua_pushboolean(L, false);
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return 1;
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}
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DWORD dwVID = (DWORD)lua_tonumber(L, 1);
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bool bImmune = lua_toboolean(L, 2);
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LPCHARACTER ch = CHARACTER_MANAGER::instance().Find(dwVID);
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if (!ch)
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{
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sys_err("npc.set_damage_immunity: VID %u not found", dwVID);
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lua_pushboolean(L, false);
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return 1;
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}
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if (!ch->IsMonster() && !ch->IsStone() && !ch->IsDoor())
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{
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sys_err("npc.set_damage_immunity: VID %u is not a monster/stone/door", dwVID);
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lua_pushboolean(L, false);
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return 1;
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}
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ch->SetDamageImmunity(bImmune);
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lua_pushboolean(L, true);
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return 1;
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}
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int npc_is_damage_immune(lua_State* L)
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{
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// npc.is_damage_immune(vid)
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// Checks if a VID has damage immunity enabled
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if (!lua_isnumber(L, 1))
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{
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lua_pushboolean(L, false);
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return 1;
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}
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LPCHARACTER ch = CHARACTER_MANAGER::instance().Find((DWORD)lua_tonumber(L, 1));
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lua_pushboolean(L, ch ? ch->IsDamageImmune() : false);
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return 1;
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}
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int npc_add_damage_immunity_condition(lua_State* L)
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{
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// npc.add_damage_immunity_condition(vid, condition_type, value, [extra_string])
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// Adds a condition that must be met for attacker to damage this entity
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// Types: 0=affect, 1=level_min, 2=level_max, 3=quest_flag, 4=item_equipped, 5=empire, 6=job
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if (!lua_isnumber(L, 1) || !lua_isnumber(L, 2) || !lua_isnumber(L, 3))
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{
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lua_pushboolean(L, false);
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return 1;
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}
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DWORD dwVID = (DWORD)lua_tonumber(L, 1);
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BYTE bType = (BYTE)lua_tonumber(L, 2);
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DWORD dwValue = (DWORD)lua_tonumber(L, 3);
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std::string strExtra = lua_isstring(L, 4) ? lua_tostring(L, 4) : "";
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LPCHARACTER ch = CHARACTER_MANAGER::instance().Find(dwVID);
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if (!ch)
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{
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sys_err("npc.add_damage_immunity_condition: VID %u not found", dwVID);
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lua_pushboolean(L, false);
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return 1;
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}
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if (!ch->IsMonster() && !ch->IsStone() && !ch->IsDoor())
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{
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sys_err("npc.add_damage_immunity_condition: VID %u is not a monster/stone/door", dwVID);
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lua_pushboolean(L, false);
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return 1;
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}
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ch->AddDamageImmunityCondition(bType, dwValue, strExtra);
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lua_pushboolean(L, true);
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return 1;
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}
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int npc_clear_damage_immunity_conditions(lua_State* L)
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{
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// npc.clear_damage_immunity_conditions(vid)
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// Removes all damage immunity conditions from a VID
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if (!lua_isnumber(L, 1))
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{
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lua_pushboolean(L, false);
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return 1;
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}
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LPCHARACTER ch = CHARACTER_MANAGER::instance().Find((DWORD)lua_tonumber(L, 1));
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if (!ch)
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{
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lua_pushboolean(L, false);
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return 1;
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}
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ch->ClearDamageImmunityConditions();
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lua_pushboolean(L, true);
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return 1;
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}
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int npc_set_damage_immunity_with_conditions(lua_State* L)
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{
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// npc.set_damage_immunity_with_conditions(vid, conditions_table)
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// High-level function that sets immunity and conditions in one call
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// Example: npc.set_damage_immunity_with_conditions(vid, {
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// {type=0, value=23}, -- Need affect 23
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// {type=1, value=50}, -- Need level >= 50
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// {type=3, value=1, extra="dungeon.flag"} -- Need quest flag
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// })
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if (!lua_isnumber(L, 1) || !lua_istable(L, 2))
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{
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lua_pushboolean(L, false);
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return 1;
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}
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DWORD dwVID = (DWORD)lua_tonumber(L, 1);
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LPCHARACTER ch = CHARACTER_MANAGER::instance().Find(dwVID);
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if (!ch)
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{
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sys_err("npc.set_damage_immunity_with_conditions: VID %u not found", dwVID);
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lua_pushboolean(L, false);
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return 1;
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}
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if (!ch->IsMonster() && !ch->IsStone() && !ch->IsDoor())
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{
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sys_err("npc.set_damage_immunity_with_conditions: VID %u is not a monster/stone/door", dwVID);
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lua_pushboolean(L, false);
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return 1;
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}
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// CRITICAL: Set immunity flag FIRST to close the race condition window
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// This ensures the mob is protected immediately, even before conditions are parsed
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ch->SetDamageImmunity(true);
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// Clear existing conditions
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ch->ClearDamageImmunityConditions();
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// Parse conditions table
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int condCount = 0;
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lua_pushnil(L);
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while (lua_next(L, 2) != 0)
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{
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if (lua_istable(L, -1))
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{
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BYTE bType = 0;
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DWORD dwValue = 0;
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std::string strExtra = "";
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// Get 'type' field
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lua_pushstring(L, "type");
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lua_gettable(L, -2);
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if (lua_isnumber(L, -1))
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bType = (BYTE)lua_tonumber(L, -1);
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lua_pop(L, 1);
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// Get 'value' field
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lua_pushstring(L, "value");
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lua_gettable(L, -2);
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if (lua_isnumber(L, -1))
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dwValue = (DWORD)lua_tonumber(L, -1);
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lua_pop(L, 1);
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// Get 'extra' field (optional)
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lua_pushstring(L, "extra");
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lua_gettable(L, -2);
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if (lua_isstring(L, -1))
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strExtra = lua_tostring(L, -1);
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lua_pop(L, 1);
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ch->AddDamageImmunityCondition(bType, dwValue, strExtra);
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condCount++;
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}
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lua_pop(L, 1);
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}
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// Note: Immunity flag was already set at the start to minimize race condition
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// If no conditions were added, the mob will block ALL damage (fail-safe)
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lua_pushboolean(L, true);
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return 1;
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}
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// MR-8: -- END OF -- Damage Immunity System - Lua Bindings
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void RegisterNPCFunctionTable()
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{
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luaL_reg npc_functions[] =
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@@ -379,6 +588,15 @@ namespace quest
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{ "dec_remain_skill_book_count", npc_dec_remain_skill_book_count },
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{ "get_remain_hairdye_count", npc_get_remain_hairdye_count },
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{ "dec_remain_hairdye_count", npc_dec_remain_hairdye_count },
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// MR-8: Damage Immunity System - Lua Bindings
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{ "set_damage_immunity", npc_set_damage_immunity },
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{ "is_damage_immune", npc_is_damage_immune },
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{ "add_damage_immunity_condition", npc_add_damage_immunity_condition },
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{ "clear_damage_immunity_conditions", npc_clear_damage_immunity_conditions },
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{ "set_damage_immunity_with_conditions", npc_set_damage_immunity_with_conditions },
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// MR-8: -- END OF -- Damage Immunity System - Lua Bindings
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{ NULL, NULL }
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};
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