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Initial commit.
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57
_module/nss/nw_ch_ac2.nss
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57
_module/nss/nw_ch_ac2.nss
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`//::///////////////////////////////////////////////
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//:: Associate: On Percieve
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//:: NW_CH_AC2
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Nov 19, 2001
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//:://////////////////////////////////////////////
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#include "X0_INC_HENAI"
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void main()
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{
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//This is the equivalent of a force conversation bubble, should only be used if you want an NPC
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//to say something while he is already engaged in combat.
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if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION))
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{
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ActionStartConversation(OBJECT_SELF);
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}
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// * July 2003
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// * If in Stealth mode, don't attack enemies. Wait for player to attack or
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// * for you to be attacked. (No point hiding anymore if you've been detected)
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if(!GetAssociateState(NW_ASC_MODE_STAND_GROUND) && GetActionMode(OBJECT_SELF, ACTION_MODE_STEALTH)== FALSE)
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{
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//Do not bother checking the last target seen if already fighting
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if(!GetIsObjectValid(GetAttemptedAttackTarget()) &&
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!GetIsObjectValid(GetAttackTarget()) &&
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!GetIsObjectValid(GetAttemptedSpellTarget()))
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{
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//Check if the last percieved creature was actually seen
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if(GetLastPerceptionSeen())
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{
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if(GetIsEnemy(GetLastPerceived()))
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{
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SetFacingPoint(GetPosition(GetLastPerceived()));
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HenchmenCombatRound(OBJECT_INVALID);
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}
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//Linked up to the special conversation check to initiate a special one-off conversation
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//to get the PCs attention
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else if(GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION) && GetIsPC(GetLastPerceived()))
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{
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ActionStartConversation(OBJECT_SELF);
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}
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}
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}
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}
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if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1002));
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}
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if (GetIsHired(OBJECT_SELF)!=TRUE) ExecuteScript("nw_c2_default2",OBJECT_SELF);
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//SetAnimationCondition(NW_ANIM_FLAG_IS_ACTIVE);
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}
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