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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168
_module/nss/nw_c2_defaultb.nss
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168
_module/nss/nw_c2_defaultb.nss
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////////::////////////////////////////////////////////////
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//:: Default: On Spell Cast At
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//:: NW_C2_DEFAULTB
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This determines if the spell just cast at the
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target is harmful or not.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Dec 6, 2001
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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//:: Modified By: Deva Winblood
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//:: Modified On: Jan 4th, 2008
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//:: Added Support for Mounted Combat Feat Support
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//:://////////////////////////////////////////////
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#include "NW_I0_GENERIC"
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#include "jw_privates_inc"
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#include "x2_i0_spells"
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void main()
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{
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ExecuteScript("prc_npc_spellat", OBJECT_SELF);
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object oCaster = GetLastSpellCaster();
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if(!GetLastSpellHarmful())
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{
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if (GetObjectSeen(oCaster)&&(GetObjectType(oCaster)==OBJECT_TYPE_CREATURE)&&(oCaster!=OBJECT_SELF)&&(d3()==1))
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{
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PlayVoiceChat(VOICE_CHAT_THANKS);
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}
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return;
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}
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SetCommandable(TRUE);
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if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT"))
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{ // set variables on target for mounted combat
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DeleteLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL");
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} // set variables on target for mounted combat
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// ------------------------------------------------------------------
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// If I was hurt by someone in my own faction
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// Then clear any hostile feelings I have against them
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// After all, we're all just trying to do our job here
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// if we singe some eyebrow hair, oh well.
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// ------------------------------------------------------------------
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if (GetFactionEqual(oCaster, OBJECT_SELF) == TRUE)
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{
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ClearPersonalReputation(oCaster, OBJECT_SELF);
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ClearAllActions(TRUE);
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DelayCommand(1.2, ActionDoCommand(DetermineCombatRound(OBJECT_INVALID)));
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// Send the user-defined event as appropriate
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if(GetSpawnInCondition(NW_FLAG_SPELL_CAST_AT_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_SPELL_CAST_AT));
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}
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return;
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}
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int bAttack = TRUE;
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// ------------------------------------------------------------------
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// GZ, 2003-Oct-02
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// Try to do something smart if we are subject to an AoE Spell.
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// ------------------------------------------------------------------
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if (MatchAreaOfEffectSpell(GetLastSpell()) == TRUE)
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{
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int nAI = (GetBestAOEBehavior(GetLastSpell())); // from x2_i0_spells
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switch (nAI)
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{
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case X2_SPELL_AOEBEHAVIOR_DISPEL_L:
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case X2_SPELL_AOEBEHAVIOR_DISPEL_N:
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case X2_SPELL_AOEBEHAVIOR_DISPEL_M:
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case X2_SPELL_AOEBEHAVIOR_DISPEL_G:
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case X2_SPELL_AOEBEHAVIOR_DISPEL_C:
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bAttack = FALSE;
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ActionCastSpellAtLocation(nAI, GetLocation(OBJECT_SELF));
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ActionDoCommand(SetCommandable(TRUE));
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SetCommandable(FALSE);
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break;
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case X2_SPELL_AOEBEHAVIOR_FLEE:
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ClearActions(CLEAR_NW_C2_DEFAULTB_GUSTWIND);
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oCaster = GetLastSpellCaster();
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ActionForceMoveToObject(oCaster, TRUE, 2.0);
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DelayCommand(1.2, ActionDoCommand(DetermineCombatRound(oCaster)));
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bAttack = FALSE;
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break;
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case X2_SPELL_AOEBEHAVIOR_IGNORE:
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// well ... nothing
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break;
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case X2_SPELL_AOEBEHAVIOR_GUST:
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ActionCastSpellAtLocation(SPELL_GUST_OF_WIND, GetLocation(OBJECT_SELF));
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ActionDoCommand(SetCommandable(TRUE));
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SetCommandable(FALSE);
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bAttack = FALSE;
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break;
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}
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}
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if ((d4()==1)&&(GetIsObjectValid(oCaster))&&(GetObjectSeen(oCaster)))
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{
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SetVictim(oCaster);
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}
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if (GetDetectMode(OBJECT_SELF)==DETECT_MODE_ACTIVE)
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{
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ActionUseSkill(SKILL_SPOT,OBJECT_SELF);
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}
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if (GetStealthMode(OBJECT_SELF)==STEALTH_MODE_ACTIVATED)
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{
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ActionUseSkill(SKILL_HIDE,OBJECT_SELF);
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}
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// ---------------------------------------------------------------------
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// Not an area of effect spell, but another hostile spell.
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// If we're not already fighting someone else,
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// attack the caster.
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// ---------------------------------------------------------------------
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if( !GetIsFighting(OBJECT_SELF) && bAttack)
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{
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if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
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{
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DetermineSpecialBehavior(oCaster);
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}
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else
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{
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DetermineCombatRound(oCaster);
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}
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}
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SetTarget(oCaster);
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// We were attacked, so yell for help
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SetCommandable(TRUE);
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//Shout Attack my target, only works with the On Spawn In setup
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SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
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//Shout that I was attacked
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SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
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if (!GetIsFighting(OBJECT_SELF))
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{
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ClearAllActions();
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if (GetObjectSeen(oCaster))
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{
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DetermineCombatRound();
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}
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else
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{
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ActionMoveToObject(oCaster,TRUE,3.0);
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}
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}
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// Send the user-defined event as appropriate
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if(GetSpawnInCondition(NW_FLAG_SPELL_CAST_AT_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_SPELL_CAST_AT));
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}
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}
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