Added PnP Dire Rat.
Added PnP Dire Rat.
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67
nwn_dark_sun/preai_default3.nss
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67
nwn_dark_sun/preai_default3.nss
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//::///////////////////////////////////////////////
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//:: Default: End of Combat Round
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//:: NW_C2_DEFAULT3
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Calls the end of combat script every round
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 16, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_GENERIC"
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void main()
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{
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if((GetIsDead(GetLastAttacker()) == TRUE) && (GetIsPC(GetLastAttacker()) == TRUE) && (GetAbilityScore(OBJECT_SELF,ABILITY_INTELLIGENCE) > 9) && (d6() > 5))
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{
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int nMsg = d8();
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string sMsg;
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switch (nMsg)
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{
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case 1: sMsg = "Wimp."; break;
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case 2: sMsg = "Pathetic."; break;
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case 3: sMsg = "You are worthless and weak."; break;
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case 4: sMsg = "Wimp."; break;
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case 5: sMsg = "Waste of water."; break;
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case 6: sMsg = "I didnt even break a sweat."; break;
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case 7: sMsg = "Ha Ha!"; break;
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case 8: sMsg = "Insect."; break;
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}
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SpeakString(sMsg, TALKVOLUME_TALK);
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}
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if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
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{
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DetermineSpecialBehavior();
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}
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else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS))
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{
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DetermineCombatRound();
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}
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if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1003));
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}
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}
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