generated from Jaysyn/ModuleTemplate
Initial Commit
Initial Commit
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126
_module/nss/m_dragon_n.nss
Normal file
126
_module/nss/m_dragon_n.nss
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#include "nw_i0_generic"
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/* Script generated by
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Lilac Soul's NWN Script Generator, v. 1.6
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For download info, please visit:
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http://www.lilacsoul.revility.com */
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//Put this on action taken in the conversation editor
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void DamnedWar (object oPC, int iNum)
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{
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object oMod = GetModule();
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SetLocalInt(oMod, "sw_hw", 1);
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SetLocalInt(oMod, "ch_hw", 1);
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SetLocalInt(oMod, "gr_xx", 1);
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SetLocalInt(oMod, "xcheck", 0);
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object oTarget;
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object oSpawn;
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location lTarget;
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oTarget = GetWaypointByTag("big_wp");
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lTarget = GetLocation(oTarget);
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int i;
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for (i = 0; i < iNum; i++)
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{
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "damned_war", lTarget);
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oTarget = oSpawn;
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SetIsTemporaryEnemy(oPC, oTarget);
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AssignCommand(oTarget, ActionAttack(oPC));
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AssignCommand(oTarget, DetermineCombatRound(oPC));
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}
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oTarget = oSpawn;
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//Visual effects can't be applied to waypoints, so if it is a WP
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//apply to the WP's location instead
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int nInt;
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nInt = GetObjectType(oTarget);
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if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), oTarget));
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else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), GetLocation(oTarget)));
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oTarget = GetObjectByTag("arena_gate");
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SetLocked(oTarget, TRUE);
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}
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void DamnedWiz (object oPC, int iNum)
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{
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object oMod = GetModule();
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SetLocalInt(oMod, "sw_dr", 1);
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SetLocalInt(oMod, "ch_dr", 1);
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SetLocalInt(oMod, "gr_xx", 1);
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SetLocalInt(oMod, "xcheck", 0);
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object oTarget;
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object oSpawn;
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location lTarget;
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oTarget = GetWaypointByTag("big_wp");
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lTarget = GetLocation(oTarget);
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int i;
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for (i = 0; i < iNum; i++)
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{
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "damned_wiz", lTarget);
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oTarget = oSpawn;
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SetIsTemporaryEnemy(oPC, oTarget);
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AssignCommand(oTarget, ActionAttack(oPC));
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AssignCommand(oTarget, DetermineCombatRound(oPC));
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}
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oTarget = oSpawn;
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//Visual effects can't be applied to waypoints, so if it is a WP
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//apply to the WP's location instead
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int nInt;
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nInt = GetObjectType(oTarget);
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if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), oTarget));
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else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), GetLocation(oTarget)));
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oTarget = GetObjectByTag("arena_gate");
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SetLocked(oTarget, TRUE);
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}
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void DamnedCle (object oPC, int iNum)
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{
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object oMod = GetModule();
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SetLocalInt(oMod, "sw_bl", 1);
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SetLocalInt(oMod, "ch_bl", 1);
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SetLocalInt(oMod, "xcheck", 0);
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SetLocalInt(oMod, "gr_xx", 1);
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object oTarget;
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object oSpawn;
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location lTarget;
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oTarget = GetWaypointByTag("big_wp");
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lTarget = GetLocation(oTarget);
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int i;
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for (i = 0; i < iNum; i++)
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{
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "damned_cle", lTarget);
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oTarget = oSpawn;
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SetIsTemporaryEnemy(oPC, oTarget);
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AssignCommand(oTarget, ActionAttack(oPC));
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AssignCommand(oTarget, DetermineCombatRound(oPC));
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}
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oTarget = oSpawn;
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//Visual effects can't be applied to waypoints, so if it is a WP
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//apply to the WP's location instead
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int nInt;
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nInt = GetObjectType(oTarget);
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if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), oTarget));
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else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), GetLocation(oTarget)));
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oTarget = GetObjectByTag("arena_gate");
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SetLocked(oTarget, TRUE);
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}
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//void main() {}
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