//:://///////////////////////////////////////////// //:: 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() { RemoveEffect(OBJECT_SELF, EffectKnockdown()); int stop = Random(10); if (stop <= 3){ AssignCommand(OBJECT_SELF, ClearAllActions()); AssignCommand(OBJECT_SELF, ActionCastSpellAtObject(SPELL_TIME_STOP, OBJECT_SELF, METAMAGIC_MAXIMIZE, TRUE, 40, PROJECTILE_PATH_TYPE_DEFAULT, TRUE)); DelayCommand(1.0, AssignCommand(OBJECT_SELF, ActionAttack(GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_IS_ALIVE)))); DelayCommand(3.0, AssignCommand(OBJECT_SELF, ActionAttack(GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_ENEMY,OBJECT_SELF, 1, CREATURE_TYPE_IS_ALIVE)))); DelayCommand(6.0, AssignCommand(OBJECT_SELF, ActionAttack(GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_IS_ALIVE)))); DelayCommand(9.0, AssignCommand(OBJECT_SELF, ActionAttack(GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_IS_ALIVE)))); DelayCommand(12.0, AssignCommand(OBJECT_SELF, ActionAttack(GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_IS_ALIVE)))); DelayCommand(15.0, AssignCommand(OBJECT_SELF, ActionAttack(GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_IS_ALIVE)))); DelayCommand(18.0, AssignCommand(OBJECT_SELF, ActionAttack(GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_IS_ALIVE)))); } else{ DetermineCombatRound(); } }