Quest persistence work
Quest persistence work. Added new salamander model.
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78
_module/nss/ra_lycan_userdef.nss
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78
_module/nss/ra_lycan_userdef.nss
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//::///////////////////////////////////////////////
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//:: ra_lycan_userdef.nss
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//:: Copyright (c) 2022 Project RATDOG
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//:://////////////////////////////////////////////
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/*
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OnUserDefined scrip for Wererats.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Jaysyn
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//:: Created On: 20220730
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//:://////////////////////////////////////////////
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const int EVENT_USER_DEFINED_PRESPAWN = 1510;
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const int EVENT_USER_DEFINED_POSTSPAWN = 1511;
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void main()
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{
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// Make sure the were creature has a custom on spawn in with the line Custom User On Attacked being
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// commented in. This becomes the Userdefined script.
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int nUser = GetUserDefinedEventNumber();
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int nChange = GetLocalInt(OBJECT_SELF,"NW_LYCANTHROPE");
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effect eShape = EffectPolymorph(POLYMORPH_TYPE_WERERAT); //Use one of the polymorph constants here (WERE_RAT, WERE_WOLF or WERE_CAT)
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effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_UNDEAD);
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if(nUser == 1005 && nChange == 0)
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{
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DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eShape, OBJECT_SELF));
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DelayCommand(1.0, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetLocation(OBJECT_SELF)));
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SetLocalInt(OBJECT_SELF, "NW_LYCANTHROPE", 1);
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}
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if(nUser == EVENT_HEARTBEAT ) //HEARTBEAT
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{
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}
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else if(nUser == EVENT_PERCEIVE) // PERCEIVE
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{
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}
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else if(nUser == EVENT_END_COMBAT_ROUND) // END OF COMBAT
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{
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}
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else if(nUser == EVENT_DIALOGUE) // ON DIALOGUE
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{
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}
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else if(nUser == EVENT_ATTACKED) // ATTACKED
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{
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}
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else if(nUser == EVENT_DAMAGED) // DAMAGED
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{
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}
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else if(nUser == 1007) // DEATH - do not use for critical code, does not fire reliably all the time
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{
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}
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else if(nUser == EVENT_DISTURBED) // DISTURBED
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{
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}
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else if (nUser == EVENT_USER_DEFINED_PRESPAWN)
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{
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}
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else if (nUser == EVENT_USER_DEFINED_POSTSPAWN)
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{
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}
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//:: Execute the PRC NPC OnUserDef script
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ExecuteScript("prc_npc_userdef", OBJECT_SELF);
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}
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