Initial commit
Adding all of the current content for Anphillia Unlimited.
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39
_module/nss/zep_demi_bone_us.nss
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39
_module/nss/zep_demi_bone_us.nss
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//:: ---------------------------------------------------
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//:: Function name: zep_demi_bone_us
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//:: Function intended usage: OnUsed script for use
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//:: with CEP adaptation of Demigog's demilich.
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//:: Script should be placed in the OnUsed hook of the
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//:: Demilich's bones, by default found in Dungeons ->
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//:: Tombs, Grave Markers -> Pile of Bones in the palette
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//:: ---------------------------------------------------
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//:: Creation date: April 21, 2004
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//:: Code last modified on: April 24, 2004
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//:: Author: Loki Hakanin
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//:: ---------------------------------------------------
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//:: Summary of effect:
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//:: 1.) Starts conversation with PC who used the
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//:: bone pile. This conversation is used to check if
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//:: the demilich is regenerating and the PC has holy
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//:: water. If so, it lets the PC destroy it. More
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//:: details in the conversation and included scripts.
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//:: This will fire one conversation if the PC is
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//:: speaking to a regenerating demilich, and one if he
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//:: is speaking to an active demilich's bones.
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//::------------------------------------------------------
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//::Included files: zep_inc_demi
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#include "zep_inc_demi"
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void main()
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{
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object oBonePile = OBJECT_SELF; //Pile of bones
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object oPC = GetLastUsedBy(); //PC using bones.
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string sBonePileTag=GetTag(oBonePile); //Tag of bones.
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//If this placable has our special "regenerating" tag, we start
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//the conversation describing it as such and giving possible
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//options to destroy the demilich.
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if (sBonePileTag==ZEP_DEMI_REGEN_SKULL)
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AssignCommand(oPC, ActionStartConversation(oBonePile, ZEP_DEMI_ONUSE_REGEN, FALSE, FALSE));
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//Else we start a default conversation.
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else AssignCommand(oPC, ActionStartConversation(oBonePile, ZEP_DEMI_ONUSE_CONV, FALSE, FALSE));
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}
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