generated from Jaysyn/ModuleTemplate
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Initial Commit.
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55
_module/nss/sq_ocombat_fire.nss
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55
_module/nss/sq_ocombat_fire.nss
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//::///////////////////////////////////////////////
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//:: Default: End of Combat Round
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//:: NW_C2_DEFAULT3
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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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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//:: Modified my TomG fro fire effects in SQ series
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//:://////////////////////////////////////////////
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#include "NW_I0_GENERIC"
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void main()
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{
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object oPC = GetLastHostileActor();
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object oTarget;
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effect eEffect;
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int nInt;
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int rInt = ReflexSave(oPC, 16);
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int dInt =d6(1);
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oTarget = oPC;
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eEffect = EffectDamage(dInt, DAMAGE_TYPE_FIRE, DAMAGE_POWER_NORMAL);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oPC);
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nInt = GetObjectType(oTarget);
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if (rInt == 0)
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{
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SendMessageToPC(oPC, "Rexlex Saving Throw Failed!");
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if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_FLAME_M), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_FLAME_M), GetLocation(oTarget));
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}
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else
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{
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SendMessageToPC(oPC, "Rexlex Saving Throw Succeeded!");
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}
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//End ReflexSave
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if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
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{
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DetermineSpecialBehavior();
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}
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else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS))
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{
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DetermineCombatRound();
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}
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if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1003));
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}
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}
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