//:://///////////////////////////////////////////// //:: 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(); }