Quest persistence pass
Quest persistence pass.
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80
_module/nss/cv_gobsgone.nss
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80
_module/nss/cv_gobsgone.nss
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//:://////////////////////////////////////////////
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//:: cv_gobsbgone.nss
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//:: Copyright (c) 2022 Project RATDOG
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//:://////////////////////////////////////////////
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/*
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Makes Gurran & his goblin friends leave the
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area after completion of his quest.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Jaysyn
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//:: Created On: 20220701
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//:://////////////////////////////////////////////
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void main()
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{
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//: Declare major variables
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object oPC = GetPCSpeaker();
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object oTarget;
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object oExit = GetObjectByTag("ZEP_TRAPS004"); //:: This is the nearby pit trap
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oTarget = GetObjectByTag("NPC_G_OSTLER");
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//:: Remove plot/immoral/lootable flags JUST in case.
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SetPlotFlag(oTarget, FALSE);
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SetImmortal(oTarget, FALSE);
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SetLootable(oTarget, FALSE);
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//:: Run away
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ActionMoveToObject(oExit, TRUE);
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//:: Destroy ourselves after fleeing the scene
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DelayCommand(6.0f, DestroyObject(oTarget));
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oTarget = GetObjectByTag("NPC_G_ORG");
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//:: Remove plot/immoral/lootable flags JUST in case.
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SetPlotFlag(oTarget, FALSE);
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SetImmortal(oTarget, FALSE);
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SetLootable(oTarget, FALSE);
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//:: Run away
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ActionMoveToObject(oExit, TRUE);
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//:: Destroy ourselves after fleeing the scene
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DelayCommand(6.0f, DestroyObject(oTarget));
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oTarget = GetObjectByTag("NPC_G_ZIM");
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//:: Remove plot/immoral/lootable flags JUST in case.
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SetPlotFlag(oTarget, FALSE);
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SetImmortal(oTarget, FALSE);
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SetLootable(oTarget, FALSE);
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//:: Run away
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ActionMoveToObject(oExit, TRUE);;
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//:: Destroy ourselves after fleeing the scene
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DelayCommand(6.0f, DestroyObject(oTarget));
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oTarget = GetObjectByTag("NPC_G_ZAGROS");
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//:: Remove plot/immoral/lootable flags JUST in case.
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SetPlotFlag(oTarget, FALSE);
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SetImmortal(oTarget, FALSE);
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SetLootable(oTarget, FALSE);
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//:: Run away
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ActionMoveToObject(oExit, TRUE);
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//:: Destroy ourselves after fleeing the scene
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DelayCommand(6.0f, DestroyObject(oTarget));
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oTarget = GetObjectByTag("NPC_G_GURRAN");
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//:: Remove plot/immoral/lootable flags JUST in case.
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SetPlotFlag(oTarget, FALSE);
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SetImmortal(oTarget, FALSE);
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SetLootable(oTarget, FALSE);
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//:: Run away
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ActionMoveToObject(oExit, TRUE);
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//:: Destroy ourselves after fleeing the scene
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DelayCommand(6.0f, DestroyObject(oTarget));
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}
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