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