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