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47
_module/nss/sf_ondmg_jump.nss
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47
_module/nss/sf_ondmg_jump.nss
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//::///////////////////////////////////////////////
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/*
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This script will take a ranged dmg attack and
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cause the monster to "jump" into the air, land
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behind the PC and attack.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: SoulFlame
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//:: Created On: Jan 20/05
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//:://////////////////////////////////////////////
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#include "nw_i0_generic"
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void JumpAttack()
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{
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object oPC = GetLastHostileActor();
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if (!GetIsPC(oPC)) return;
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float fDistance = GetDistanceToObject(oPC);
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int DoOnce = GetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF));
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if (fDistance > 20.0) DoOnce = FALSE;
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if (DoOnce==TRUE) return;
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SetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF), TRUE);
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object oTarget;
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oTarget = OBJECT_SELF;
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location lTarget = GetLocation(oPC);
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effect eFly = EffectDisappearAppear(lTarget);
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AssignCommand(oTarget, ClearAllActions());
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DelayCommand(1.0, AssignCommand(oTarget, PlaySound("sim_destruct_low")));
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DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFly, oTarget, 2.0));
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AssignCommand(oTarget, ActionAttack(oPC));
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AssignCommand(oTarget, DetermineCombatRound(oPC));
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}
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void main()
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{
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if (GetPlotFlag(OBJECT_SELF))
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return;
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JumpAttack();
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}
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