added things
added a crafting tool merchant, added a training hall (not quite working yet) fixed crafting issues, exchanged the small cave area
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@@ -1,30 +1,35 @@
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//:://////////////////////////////////////////////////
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//::///////////////////////////////////////////////
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//:: Default: On Disturbed
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//:: NW_C2_DEFAULT8
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Default OnDisturbed event handler for NPCs.
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*/
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//:://////////////////////////////////////////////////
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//:: Copyright (c) 2002 Floodgate Entertainment
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//:: Created By: Naomi Novik
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//:: Created On: 12/22/2002
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//:://////////////////////////////////////////////////
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Calls the end of combat script every round
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 16, 2001
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//::///////////////////////////////////////////
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#include "nw_i0_generic"
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// * Make me hostile the faction of my last attacker (TEMP)
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// AdjustReputation(OBJECT_SELF,GetFaction(GetLastAttacker()),-100);
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// * Determined Combat Round
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#include "NW_I0_GENERIC"
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void main()
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{
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ExecuteScript("prc_npc_disturb", OBJECT_SELF);
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object oTarget = GetLastDisturbed();
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// If we've been disturbed and are not already fighting,
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// attack our disturber.
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if (GetIsObjectValid(oTarget) && !GetIsFighting(OBJECT_SELF)) {
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DetermineCombatRound(oTarget);
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if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
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{
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if(GetIsObjectValid(oTarget))
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{
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DetermineCombatRound(oTarget);
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}
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}
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// Send the disturbed flag if appropriate.
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if(GetSpawnInCondition(NW_FLAG_DISTURBED_EVENT)) {
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SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DISTURBED));
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if(GetSpawnInCondition(NW_FLAG_DISTURBED_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1008));
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}
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}
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}
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