//:://///////////////////////////////////////////// //:: Name x2_def_percept //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Default On Perception script */ //::////////////////////////////////////////////// //:: Created By: Keith Warner //:: Created On: June 11/03 //::////////////////////////////////////////////// #include "x4_inc_functions" void main() { object oPerceived = GetLastPerceived(); if (GetLocalInt(OBJECT_SELF, "Nemesis") == TRUE && GetLocalString(OBJECT_SELF, "sOwner") == CharacterDB(oPerceived)) { AssignCommand(OBJECT_SELF, ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(EffectCutsceneImmobilize()), oPerceived)); SetLocalInt(GetArea(OBJECT_SELF), "NO_ESCAPE", TRUE); //We want this adventurer to be a mini-boss of an area. You can't just run away, once they've seen you! //Make sure to delete this variable in the area's OnExit. SetLocalInt(OBJECT_SELF, "NeedToTalk", TRUE); ActionStartConversation(oPerceived, "", FALSE, FALSE); return; } if(GetLocalInt(OBJECT_SELF, "X4_VANILLA_AI") == TRUE) ExecuteScript("nw_c2_default2_v", OBJECT_SELF); else ExecuteScript("nw_c2_default2", OBJECT_SELF); }