Jaysyn904 2cf9f57160 Quest persistence pass
Quest persistence pass.
2022-07-03 00:17:49 -04:00

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