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Initial commit.
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44
_module/nss/door_bash.nss
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44
_module/nss/door_bash.nss
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//:://////////////////////////////////////////////////////////////
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//:: ModMan's Bashing Script.
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//:: Created: 01/09/03
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//:://////////////////////////////////////////////////////////////
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//:: This script is placed in OnDamaged Event of a Door or Chest.
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//:: When damaged there is roughly a 5% chance of destroying the
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//:: weapon of whoever is damaging the object. Weapons with
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//:: any kind of enhancements have a reduced chance of breaking.
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//:: This encourages players to be more careful about bashing, or
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//:: to carry extra, disposable weapons for such a purpose.
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//:://////////////////////////////////////////////////////////////
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void main()
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{
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object oPC = GetLastDamager(); // Who is hitting me?
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object oPrimary = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC);
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//int oWeaponType = GetBaseItemType (oPrimary);
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// Roll to see if the weapon broke
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int nBash = d100(2); // Range is 2 to 200, rough 1 in 20 chance of breakage
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if (nBash <= 15)
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{
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DestroyObject(oPrimary);
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SendMessageToPC(oPC, "You have broken your weapon trying to bash the object!");
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}
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string sLevel = IntToString(GetHitDice(oPC));
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int nAlert = d100(1);
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string sResref = "wm_" + sLevel;
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object oWP = GetNearestObjectByTag("wmwp");
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location lWP = GetLocation(oWP);
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if (nAlert <= 2)
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{
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FloatingTextStringOnCreature("You are making a lot of noise.",oPC);
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object oSpawn = CreateObject(OBJECT_TYPE_CREATURE,sResref,lWP);
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AssignCommand(oSpawn,ActionAttack(oPC));
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}
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}
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