Initial commit. Updated release archive.
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47
_module/nss/q2a_death_wave3.nss
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47
_module/nss/q2a_death_wave3.nss
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//:: q2a_death_wave3
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/*
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// Default On Death for attackers during wave 2
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//if the leader dies - elect a new leader
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+ */
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//:://////////////////////////////////////////////////
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//::
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//:: Created By: Keith Warner
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//:: Created On: August 28/03
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//:://////////////////////////////////////////////////
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#include "q2_inc_battle"
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void main()
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{
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if (GetLocalInt(OBJECT_SELF, "nDieOnce") == 1)
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return;
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SetLocalInt(OBJECT_SELF, "nDieOnce", 1);
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//Do not count if the PC is on the Betrayal path - no reinforcements for him
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if (GetLocalInt(GetModule(), "X2_Q2ARebelsBetrayed") == 1)
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return;
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object oBattleMaster = GetObjectByTag("q2abattle2master");
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SetLocalInt(oBattleMaster, "Battle2Wave3Dead", GetLocalInt(oBattleMaster, "Battle2Wave3Dead") + 1);
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//SendMessageToPC(GetFirstPC(), "Total Dead WAVE 3: " + IntToString(GetLocalInt(oBattleMaster, "Battle2Wave3Dead")));
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if (GetLocalInt(oBattleMaster, "Battle2Wave3Dead") == 6)
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{
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//SendMessageToPC(GetFirstPC(), "Signal Sent");
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SignalEvent(oBattleMaster, EventUserDefined(BATTLEMASTER_RESPAWN_WAVE_WAVE3));
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}
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else if (GetLocalInt(oBattleMaster, "Battle2Wave3Dead") == 12)
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SignalEvent(oBattleMaster, EventUserDefined(BATTLEMASTER_RESPAWN_WAVE_WAVE3));
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else if (GetLocalInt(oBattleMaster, "Battle2Wave3Dead") >= 27) //27 total creatures in wave 3
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{
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//SendMessageToPC(GetFirstPC(), "PC VICTORY IN BATTLE 2 - Signal Retreat");
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SignalEvent(oBattleMaster, EventUserDefined(BATTLEMASTER_SIGNAL_WAVE3_RETREAT));
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SignalEvent(oBattleMaster, EventUserDefined(BATTLE2_PLAYER_WAVE3_VICTORY));
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}
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}
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