Added PnP Dire Rat.
Added PnP Dire Rat.
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86
nwn_dark_sun/se_door_death.nss
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86
nwn_dark_sun/se_door_death.nss
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//::////////////////////////////////////////////////////////////////////////////
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//:: Name Respawn Door/s v1.1
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//:: FileName se_door_death
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//:: Copyright (c) 2001 Bioware Corp.
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//::////////////////////////////////////////////////////////////////////////////
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/*
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Respawn a door after a set delay
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Set a float on the door ie. RESPAWN_TIMER = xx else the default is used
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Thanks to Craig Welburn for the insight
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Cheers to Zarathustra217
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*/
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//::////////////////////////////////////////////////////////////////////////////
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//:: Created By: Sir Elric
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//:: Created On: 8th May, 2006
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//:: Modified On: 16th August, 2007
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//:: Event Used: OnDeath event of a door
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//::////////////////////////////////////////////////////////////////////////////
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#include "x2_inc_compon"
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// -----------------------------------------------------------------------------
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// CONSTANTS - Settings below
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// -----------------------------------------------------------------------------
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const float RESPAWN_TIMER_DEFAULT = 600.0; // Default respawn delay
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const int DO_CRAFT_DROP = TRUE; // Drop default Bioware crafting item?
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// -----------------------------------------------------------------------------
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// PROTOTYPES
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// -----------------------------------------------------------------------------
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// Respawn a door after a set delay
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// If no float is set on the door ie. RESPAWN_TIMER = xx
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// The default delay will be used ie. RESPAWN_TIMER_DEFAULT = xx
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// oSelf: - Object calling the script
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void SE_RespawnDoor(object oSelf);
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// -----------------------------------------------------------------------------
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// FUNCTIONS
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// -----------------------------------------------------------------------------
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void SE_RespawnDoor(object oSelf)
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{
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PlayAnimation(ANIMATION_DOOR_CLOSE);
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int nHealAmount = GetMaxHitPoints(oSelf) - GetCurrentHitPoints(oSelf);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHeal(nHealAmount), oSelf);
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}
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// -----------------------------------------------------------------------------
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// MAIN
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// -----------------------------------------------------------------------------
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void main()
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{
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object oSelf = OBJECT_SELF;
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object oKiller = GetLastKiller();
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SetIsDestroyable(FALSE);
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float fDelay = GetLocalFloat(oSelf, "RESPAWN_TIMER");
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if(fDelay == 0.0)
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fDelay = RESPAWN_TIMER_DEFAULT;
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DelayCommand(fDelay, SE_RespawnDoor(oSelf));
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if (!GetIsPC(oKiller))
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return;
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while (GetIsObjectValid(GetMaster(oKiller)))
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{
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oKiller=GetMaster(oKiller);
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}
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if(GetIsObjectValid(oKiller))
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{
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AdjustReputation(oKiller, OBJECT_SELF, -35);
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AdjustAlignment (oKiller, ALIGNMENT_CHAOTIC, 10);
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}
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if(DO_CRAFT_DROP)
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craft_drop_placeable();
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}
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