2024-06-20 15:47:42 -04:00

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//::///////////////////////////////////////////////
//:: Default: On Disturbed
//:: NW_C2_DEFAULT8
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Calls the end of combat script every round
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 16, 2001
//::///////////////////////////////////////////
// * Make me hostile the faction of my last attacker (TEMP)
// AdjustReputation(OBJECT_SELF,GetFaction(GetLastAttacker()),-100);
// * Determined Combat Round
#include "NW_I0_GENERIC"
void main()
{
object oTarget = GetLastDisturbed();
if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
{
if(GetIsObjectValid(oTarget))
{
DetermineCombatRound(oTarget);
}
}
if(GetSpawnInCondition(NW_FLAG_DISTURBED_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(1008));
}
effect vfx = EffectVisualEffect(VFX_DUR_GLOBE_INVULNERABILITY);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, vfx, OBJECT_SELF);
//after applying the effect, I apply the actual spell just to add some flayvah
ActionCastSpellAtObject(SPELL_GHOSTLY_VISAGE, OBJECT_SELF, METAMAGIC_EXTEND, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
// End The relevant stuff
}