//:://///////////////////////////////////////////// //:: Default: End of Combat Round //:: NW_C2_DEFAULT3 //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Calls the end of combat script every round */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Oct 16, 2001 //:: Modified my TomG fro fire effects in SQ series //::////////////////////////////////////////////// #include "NW_I0_GENERIC" void main() { object oPC = GetLastHostileActor(); object oTarget; effect eEffect; int nInt; int rInt = ReflexSave(oPC, 16); int dInt =d6(1); oTarget = oPC; eEffect = EffectDamage(dInt, DAMAGE_TYPE_FIRE, DAMAGE_POWER_NORMAL); ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oPC); nInt = GetObjectType(oTarget); if (rInt == 0) { SendMessageToPC(oPC, "Rexlex Saving Throw Failed!"); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_FLAME_M), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_FLAME_M), GetLocation(oTarget)); } else { SendMessageToPC(oPC, "Rexlex Saving Throw Succeeded!"); } //End ReflexSave if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) { DetermineSpecialBehavior(); } else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) { DetermineCombatRound(); } if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(1003)); } }