67 lines
2.5 KiB
Plaintext
67 lines
2.5 KiB
Plaintext
//standard percept with added auto charm
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#include "NW_I0_GENERIC"
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#include "NW_I0_SPELLS"
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#include "inc_utility"
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void main()
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{
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SpeakString("Come to me.");
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effect MyEffect;
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MyEffect = EffectDazed();
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object oTarget = GetLastPerceived();
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if (WillSave(oTarget,17,SAVING_THROW_TYPE_MIND_SPELLS)==0)
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{
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, MyEffect, oTarget,60.0);
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}
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//This is the equivalent of a force conversation bubble, should only be used if you want an NPC
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//to say something while he is already engaged in combat.
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if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION) && GetIsPC(GetLastPerceived()) && GetLastPerceptionSeen())
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{
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SpeakOneLinerConversation();
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}
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//If the last perception event was hearing based or if someone vanished then go to search mode
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if ((GetLastPerceptionVanished()) && GetIsEnemy(GetLastPerceived()))
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{
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object oGone = GetLastPerceived();
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if((GetAttemptedAttackTarget() == GetLastPerceived() ||
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GetAttemptedSpellTarget() == GetLastPerceived() ||
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GetAttackTarget() == GetLastPerceived()) && GetArea(GetLastPerceived()) != GetArea(OBJECT_SELF))
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{
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ClearAllActions();
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DetermineCombatRound();
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}
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}
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//Do not bother checking the last target seen if already fighting
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else if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
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{
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//Check if the last percieved creature was actually seen
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if(GetLastPerceptionSeen())
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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(GetIsEnemy(GetLastPerceived()))
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{
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if(!PRCGetHasEffect(EFFECT_TYPE_SLEEP))
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{
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SetFacingPoint(GetPosition(GetLastPerceived()));
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SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
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DetermineCombatRound();
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}
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}
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//Linked up to the special conversation check to initiate a special one-off conversation
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//to get the PCs attention
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else if(GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION) && GetIsPC(GetLastPerceived()))
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{
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ActionStartConversation(OBJECT_SELF);
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}
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}
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}
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if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT) && GetLastPerceptionSeen())
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1002));
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}
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}
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