Added PnP Dire Rat.
Added PnP Dire Rat.
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42
nwn_dark_sun/ar_mod_ondying.nss
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42
nwn_dark_sun/ar_mod_ondying.nss
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//::///////////////////////////////////////////////
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//:: Dying Script
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//:: NW_O0_DEATH.NSS
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This script handles the default behavior
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that occurs when a player is dying.
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DEFAULT CAMPAIGN: player dies automatically
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent Knowles
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//:: Created On: November 6, 2001
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//:://////////////////////////////////////////////
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void main()
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{
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object oPlayer = GetLastPlayerDying();
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string sMessage;
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switch (d10())
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{
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case 1: sMessage = "I am gravely wounded."; break;
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case 2: sMessage = "Need assistance."; break;
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case 3: sMessage = "Water..."; break;
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case 4: sMessage = "Ugh...Ahhh...Gah..."; break;
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case 5: sMessage = "Help."; break;
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case 6: sMessage = "Medic."; break;
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case 7: sMessage = "Wow I suck!"; break;
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case 8: sMessage = "Mmm... this sand is delicious."; break;
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case 9: sMessage = "I always wanted to spend more time on my back."; break;
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case 10: sMessage = "Wait... I lagged!"; break;
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}
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AssignCommand(oPlayer, ClearAllActions());
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AssignCommand(oPlayer, SpeakString(sMessage));
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if (GetTag(GetArea(oPlayer)) != "TyrSSArena")
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHitPointChangeWhenDying(-1.0), oPlayer, 0.0f);
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else
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(FALSE, FALSE), oPlayer);
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}
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