Updated TLK for PRC8 update
Updated TLK for PRC8 update. Added placeable house blueprints. Updated NWNxEE. Full compile.
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54
_module/nss/codi_ondamage.nss
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54
_module/nss/codi_ondamage.nss
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//::///////////////////////////////////////////////
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//:: Name codi_ondamage
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//::
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//:://////////////////////////////////////////////
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/*
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NPC OnDamaged event script caller to run
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CODI AI & PRC events.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Jaysyn
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//:: Created On: 20240331
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//:://////////////////////////////////////////////
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void main()
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{
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int nTotalDamage = GetTotalDamageDealt();
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int nFireDamage = 0;
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string sResRef = GetResRef(OBJECT_SELF);
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//--------------------------------------------------------------------------
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// GZ: 2003-10-16
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// Make Plot Creatures Ignore Attacks
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//--------------------------------------------------------------------------
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if (GetPlotFlag(OBJECT_SELF))
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{
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return;
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}
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//:: Handles healing from fire damage
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if(sResRef == "BLEAKBORN001" || sResRef == "BLEAKBORN002")
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{
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if(GetDamageDealtByType(DAMAGE_TYPE_FIRE) != -1)
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{
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nFireDamage = GetDamageDealtByType(DAMAGE_TYPE_FIRE);
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//DelayCommand(0.0f, SpeakString("Fire Damage: " + IntToString(nFireDamage)));
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}
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effect eHeal = EffectTemporaryHitpoints(nFireDamage/3);
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//DelayCommand(0.0f, SpeakString("Subdual damage healed: " + IntToString(nSubDmg)));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, OBJECT_SELF, 0.0f);
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}
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//:: Execute the CODI AI NPC OnDamaged script
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ExecuteScript("no_ai_dam", OBJECT_SELF);
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//:: Execute the Default NPC OnDamaged script
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//ExecuteScript("nw_c2_default6", OBJECT_SELF);
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//:: Execute the PRC NPC OnDamaged script
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ExecuteScript("prc_npc_damaged", OBJECT_SELF);
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}
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