//:://///////////////////////////////////////////// //:: Assassin end of Combat Script //:: pri_assassin //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Calls the end of combat script every round Checks to see if target dead. If dead, drops note and assassin is deleted. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Oct 16, 2001 //::////////////////////////////////////////////// #include "NW_I0_GENERIC" void main() { //PRI Mod int iHP = 1; object oTarget = GetAttackTarget(); if (oTarget == OBJECT_INVALID) oTarget = GetAttemptedAttackTarget(); if (GetIsPC(oTarget)) { iHP = GetCurrentHitPoints(oTarget); location lLoc = GetLocation(OBJECT_SELF); if (iHP < 1) { CreateObject(OBJECT_TYPE_ITEM, "assassinnote", lLoc, FALSE); DestroyObject(OBJECT_SELF); } } //End of PRI Mod if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) { DetermineSpecialBehavior(); } else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) { DetermineCombatRound(); } if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(1003)); } }