Initial upload
Initial upload. PRC8 has been added. Module compiles, PRC's default AI & treasure scripts have been integrated. Started work on top hak for SLA / Ability / Scripting modifications.
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101
_module/nss/jw_mimic_usd.nss
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101
_module/nss/jw_mimic_usd.nss
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//::///////////////////////////////////////////////
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//:: Name x2_def_userdef
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Default On User Defined Event script
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Keith Warner
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//:: Created On: June 11/03
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//:://////////////////////////////////////////////
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#include "NW_I0_GENERIC"
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const int EVENT_USER_DEFINED_PRESPAWN = 1510;
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const int EVENT_USER_DEFINED_POSTSPAWN = 1511;
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void main()
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{
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int nUser = GetUserDefinedEventNumber();
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if(nUser == EVENT_HEARTBEAT ) //HEARTBEAT
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{
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}
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else if(nUser == EVENT_PERCEIVE) // PERCEIVE
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{
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}
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else if(nUser == EVENT_END_COMBAT_ROUND) // END OF COMBAT
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{
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/*
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if (d3()!=1)
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{
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return;
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}
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PlaySound("as_an_sludggurg2");
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ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_IMP_UNSUMMON),OBJECT_SELF);
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if (GetAppearanceType(OBJECT_SELF)!=469)
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{
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//SpeakString("doing chest");
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SetCreatureAppearanceType(OBJECT_SELF,469);
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return;
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}
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else
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{
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int nAppearance=469;
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int nRandom=d3();
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switch (nRandom)
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{
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case 1: nAppearance=431; // chair
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//SpeakString("doing chair");
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break;
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case 2: nAppearance=201; // combat dummy
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//SpeakString("doing chest");
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break;
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case 3: nAppearance=220; // beggar
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//SpeakString("doing chest");
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break;
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}
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SetCreatureAppearanceType(OBJECT_SELF,nAppearance);
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}
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*/
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}
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else if(nUser == EVENT_DIALOGUE) // ON DIALOGUE
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{
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}
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else if(nUser == EVENT_ATTACKED) // ATTACKED
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{
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}
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else if(nUser == EVENT_DAMAGED) // DAMAGED
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{
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}
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else if(nUser == 1007) // DEATH - do not use for critical code, does not fire reliably all the time
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{
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PlaySound("as_an_sludggurg2");
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//ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(122),OBJECT_SELF); // cloud
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ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(234),OBJECT_SELF); // imp destruction
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ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(263),OBJECT_SELF);
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DelayCommand(0.3,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(134),OBJECT_SELF));
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}
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else if(nUser == EVENT_DISTURBED) // DISTURBED
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{
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}
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else if (nUser == EVENT_USER_DEFINED_PRESPAWN)
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{
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}
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else if (nUser == EVENT_USER_DEFINED_POSTSPAWN)
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{
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}
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}
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