Added NWN Dark Sun module contents
Added NWN Dark Sun module contents.
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62
nwnds_module/ondam_2.nss
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62
nwnds_module/ondam_2.nss
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//::///////////////////////////////////////////////
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//:: Name x2_def_ondamage
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Default OnDamaged script
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Keith Warner
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//:: Created On: June 11/03
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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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//--------------------------------------------------------------------------
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// GZ: 2003-10-16
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// Make Plot Creatures Ignore Attacks
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//--------------------------------------------------------------------------
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if (GetPlotFlag(OBJECT_SELF))
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{
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return;
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}
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//--------------------------------------------------------------------------
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// Execute old NWN default AI code
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//--------------------------------------------------------------------------
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ExecuteScript("nw_c2_default6", OBJECT_SELF);
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{
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{
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object oSpawn;
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object oSelf = OBJECT_SELF;
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// Get the creature who triggered this event.
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object oPC = GetLastHostileActor();
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// Only fire once.
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if ( GetLocalInt(OBJECT_SELF, "DO_ONCE") )
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return;
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SetLocalInt(OBJECT_SELF, "DO_ONCE", TRUE);
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// Have us say something.
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SpeakString("GUARDS, COME QUICK!");
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// Spawn some critters.
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "NPC_SS_FENO", GetLocation(oSelf));
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AssignCommand(oSpawn, DetermineCombatRound(oPC));
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "NPC_SS_GOMAR", GetLocation(oSelf));
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AssignCommand(oSpawn, DetermineCombatRound(oPC));
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "NPC_SS_KATAR", GetLocation(oSelf));
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AssignCommand(oSpawn, DetermineCombatRound(oPC));
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "NPC_SS_LYKLOR", GetLocation(oSelf));
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AssignCommand(oSpawn, DetermineCombatRound(oPC));
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}
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}
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}
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