//:://///////////////////////////////////////////// //:: Default: End of Combat Round //:: NW_C2_DEFAULT3 //:: Copyright (c) 2008 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: Feb 16th, 2008 //:: Added Support for Mounted Combat Feat Support //::////////////////////////////////////////////// #include "NW_I0_GENERIC" void main() { ExecuteScript("prc_npc_combat", OBJECT_SELF); 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"); if (GetHasFeat(FEAT_MOUNTED_COMBAT,OBJECT_SELF)) { // check for AC increase int nRoll=d20()+GetSkillRank(SKILL_RIDE); nRoll=nRoll-10; if (nRoll>4) { // ac increase nRoll=nRoll/5; ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectACIncrease(nRoll),OBJECT_SELF,8.5); } // ac increase } // check for AC increase } // set variables on target for mounted combat if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) { DetermineSpecialBehavior(); } else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) { DetermineCombatRound(); } if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(1003)); } }