Initial commit. Updated release archive.
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59
_module/nss/q2a_atk_drowswrd.nss
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59
_module/nss/q2a_atk_drowswrd.nss
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//::///////////////////////////////////////////////
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//:: Default On Attacked
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//:: q2_onattacked
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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If already fighting then ignore, else determine
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combat round
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Keith Warner
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//:: Created On: August 27/03
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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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//Do nothing if not the leader
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//if (GetLocalInt(OBJECT_SELF, "nLeader") != 1)
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// return;
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//if we are already in combat - the end of combat script should fire - so do nothing
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if (GetIsInCombat() == TRUE)
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return;
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//Do nothing if in retreat
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if (GetLocalInt(OBJECT_SELF, "nRetreat") == 1)
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return;
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object oGate = GetObjectByTag("q2acitygate");
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if (GetIsObjectValid(oGate) == TRUE && GetLocalInt(OBJECT_SELF, "nOuterGateAttack") == 1)
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return;
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object oTarget = GetLastAttacker();
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if (GetLocalInt(OBJECT_SELF, "nAttackedTimer") != 1)
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{
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SetLocalInt(OBJECT_SELF, "nAttackedTimer", 1);
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SignalEvent(OBJECT_SELF, EventUserDefined(5000));
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DelayCommand(6.0, SetLocalInt(OBJECT_SELF, "nAttackedTimer", 0));
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}
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//if the target is dead - pick the next nearest target
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if (GetIsDead(oTarget) == TRUE)
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oTarget = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, OBJECT_SELF, 1, CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY);
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ClearAllActions(TRUE);
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if (GetLocalInt(oTarget, "Q2A_OnLedge") == 1)
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ActionEquipMostDamagingRanged();
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else
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ActionEquipMostDamagingMelee();
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//Attack the target
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ActionAttack(oTarget);
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}
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