Initial commit. Updated release archive.
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36
_module/nss/globed3.nss
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36
_module/nss/globed3.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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//:://////////////////////////////////////////////
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#include "NW_I0_GENERIC"
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void main()
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{
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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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effect vfx = EffectVisualEffect(VFX_DUR_GLOBE_INVULNERABILITY);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, vfx, OBJECT_SELF);
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//after applying the effect, I apply the actual spell just to add some flayvah
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ActionCastSpellAtObject(SPELL_GHOSTLY_VISAGE, OBJECT_SELF, METAMAGIC_EXTEND, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
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// End The relevant stuff
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}
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