Initial commit. Updated release archive.
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62
_module/nss/q2a_cmbt_drowswd.nss
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62
_module/nss/q2a_cmbt_drowswd.nss
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//::///////////////////////////////////////////////
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//:: Default: End of Combat Round
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//:: q2_endcombatrnd
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Test Combat Round End
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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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//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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//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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if (GetLocalInt(OBJECT_SELF, "nAttackedTimer") != 1)
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{
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SetLocalInt(OBJECT_SELF, "nAttackedTimer", 1);
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DelayCommand(1.0, 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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object oTarget = GetLastHostileActor();
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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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