LoT_PRC8/_module/nss/pri_assassin.nss
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Initial upload.
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//::///////////////////////////////////////////////
//:: 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));
}
}