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_module/nss/hooker_script_m.nss
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22
_module/nss/hooker_script_m.nss
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////////////////////////////////////////
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// XE-Ryder KoJ's NPC Barmaid OnSpawn //
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////////////////////////////////////////
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/* This script has evolved over time and been greatly revised.
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Proper credit goes to David Gaider for the idea and original,
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then we have to credit Adam Miller for working it a bit better.
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This is where I got it and customized it quite a bit further. If
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someone else had a hand in this I am unawares, I pass it to you,
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the reader to enjoy.
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You do not have to use this code for the OnSpawn handler so long
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as the script you DO use in this event has the Hearbeat and OnDialogue
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events uncommented. WalkWayPoints() is optional and if you place numbered
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waypoints it may cause the barmaid to behave a bit odd. Enjoy! XE :-) */
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#include "NW_I0_GENERIC"
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void main()
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{
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SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT);
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SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT);
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SetListeningPatterns();
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//WalkWayPoints();
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}
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