41 lines
2.0 KiB
Plaintext
41 lines
2.0 KiB
Plaintext
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//::///////////////////////////////////////////////
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//:: Default: End of Combat Round
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//:: NW_C2_DEFAULT3
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Calls the end of combat script every round
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 16, 2001
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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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ExecuteScript("prc_npc_combat", OBJECT_SELF);
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RemoveEffect(OBJECT_SELF, EffectKnockdown());
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int stop = Random(20);
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if (stop <= 2)
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{
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AssignCommand(OBJECT_SELF, ClearAllActions());
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AssignCommand(OBJECT_SELF, ActionCastSpellAtObject(SPELL_TIME_STOP, OBJECT_SELF, METAMAGIC_MAXIMIZE, TRUE, 40, PROJECTILE_PATH_TYPE_DEFAULT, TRUE));
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DelayCommand(1.0, AssignCommand(OBJECT_SELF, ActionAttack(GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_IS_ALIVE))));
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DelayCommand(3.0, AssignCommand(OBJECT_SELF, ActionAttack(GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_IS_ALIVE))));
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DelayCommand(6.0, AssignCommand(OBJECT_SELF, ActionAttack(GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_IS_ALIVE))));
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DelayCommand(9.0, AssignCommand(OBJECT_SELF, ActionAttack(GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_IS_ALIVE))));
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DelayCommand(12.0, AssignCommand(OBJECT_SELF, ActionAttack(GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_IS_ALIVE))));
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DelayCommand(15.0, AssignCommand(OBJECT_SELF, ActionAttack(GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_IS_ALIVE))));
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DelayCommand(18.0, AssignCommand(OBJECT_SELF, ActionAttack(GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_IS_ALIVE))));
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}
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else
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{
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DetermineCombatRound();
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}
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} |