Alangara_PRC8/_module/nss/nw_ch_ac3.nss
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//::///////////////////////////////////////////////
//:: Associate: End of Combat End
//:: NW_CH_AC3
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Calls the end of combat script every round
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 16, 2001
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
//:: Modified By: Deva Winblood
//:: Modified On: Jan 4th, 2008
//:: Added Support for Mounted Combat Feat Support
//:://////////////////////////////////////////////
#include "X0_INC_HENAI"
#include "X2_inc_spellhook"
void main()
{
// Don't do anything if we have have been recently commanded QWE
if (GetLocalInt(OBJECT_SELF, "commandstatus"))
{
return;
}
if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT"))
{ // set variables on target for mounted combat
DeleteLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL");
DeleteLocalInt(OBJECT_SELF,"nX3_HP_BEFORE");
DeleteLocalInt(OBJECT_SELF,"bX3_ALREADY_MOUNTED_COMBAT");
} // set variables on target for mounted combat
if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS))
{
HenchmenCombatRound(OBJECT_INVALID);
}
if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(1003));
}
// Check if concentration is required to maintain this creature
X2DoBreakConcentrationCheck();
}